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JUNE 1999 


MAX PAYNE, heavy METAL: P.A.K.K. , psyCHq CIRCUS 


+ 501 CHEATS 


SNEAKg! ULTIMA ASCENSION • KNIGHT 3 


DIPLO MAfi V 








You want Power? Wrest it from the stiff, dead hands 
of those vuho held it before. Seize it without I 

mercy. And use it without conscience. ^ 

en(juisite enuironments. Wiiite-hot mystic 
combat. Unique multi-|dayer dynamics. And 
ov/er 50 artifacts of incoticeiuable (jower 
there for the taking. 

A new day is dovunin^. Seize it. 

TIhe Kingdom. TThe Pouicr. TIhe QfoRg. 

vu w w . lu h e c I o f t i III c . c o iii 


IJILTCEND' 



BaSKU on ■I'llK II KXT-S U 1,1.1 N Q 
fAN'i'Asr seiiiBs iir ll o uc ht J u 11 da n 


tiigcnd laijcnre iinilumarkn ot UiquiI' 









j Gunboys po,/f . 

' florclure^^^^^ 


jVjurner to 
^t\e5 to escape. 


Don't deplete your afterburners 
cruising around. You'll need 
them when someone locks on a 
homer, or when you're trying 
to catch that guy in front of 
you. Keep it at 50% or more for 
that burst when you REALLY 
need it. 


'9 Red receives ® 
the world ^ 


^en burns, Bar 
^^apalni' the^ 


MtiUiphtvor Tip #2 
Use napalm to herd players into 
traps. Players have a tendency to 
back off from napalm bursts (with 
good reason). Merd them into a 
wall or corner and launch a frag 
missile into the wall next to them. 
The result is quick death for your 
opponent. 


ACTUAL AUTOMAP - POLARIS 


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Include: 




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the ail-in-®^ 

unleashes 


Use Vauss as much as po.ssible in outdoor battles so you can 
keep a good distance from your opponent. Use Napalm indoors 
whenever possible and use super lasers against opponents in 
small tunnels since the lasers are liarder to avoid. 


so WHAT IF YaU 
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Go to #067 @ www.computergaming.com/infolink 



Sim of the Year” Allgames Network 


“Gates may have more money than God, 
but g.o.d. has a much better flight sim.” 
Adrenaline Vault 





Raytheon Aircraft Piper^ 


FLY! is a trademark of Terminal Reality. Terminal Reality Is a trademark of Terminal Reality Inc, 

Gathering ol Developers and godgames are trademarks of Gathering of Developers, Inc. All other 
trademarks and trade names are properties of their respective owners. ©1998 Gathering of Developers, Inc. 





ww.terminalreality.com ww.gorigames.com 


Go to #125 @ www.computergaming.com/lnfolink 


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Finally, a starship naval combat game 





worthy of the name 

Star Trek 

f\ Using data from the best-selling 
V strategy board game, Star Fleet 
Battles; Starfleet Command puts 
you In the captain's chair for 
the most amazing real-time 
space combat experience 
ever created. 


Dozens of multi- 
functional 
display panels offer 
instant access to 
every critical sys- 
tem. Weapons, 
Shields, Sensors, 
Transporters, 
Marines, Mines, 
Engineering, 
Science, and Energ>' 
Management. 


Every good tactician knows 
there's a fine balance between 
speed and raw power. Choose from 
four classes of ships and over 50 3-D 
rendered hull designs. 


STAR TREK®: Slartieet Command™ Soltware S1999 Interplay Productions. All Riglits Reserved. ™, ® 5 © 1999 Paiamou 
Pictures. All Rishls Reserved. Portions ©1979-1999 Amarillo Design Bureau. All Rlgtils Reserved. Portions ® QuicKsjIv 
Software, Inc. All Rights Reserved. Some elements based upon the board games created by Amarillo Design Bureau Star Trek 
a registered trademark ol Paramount Pictures and Starfleet Command and related marks ate Itadcmaiks of Paramount Picture 
All fligtiis Reserved. Interplay, the Interplay logo. ‘By Garnets. For Gamers.', 14' East and the 14’ East logo are trademarks 
Interplay Producllans. Quicksilver Soltware and the Quicksilver Software logo are trademarks ot Quicksilver Software. Inc. Exclusive 
' '’d by Inletplay Productions. All other trademarks and copyrights ate the property ol their respective owners. 


I'utlurntioii 
Ucnvy Criiisor (I••CA) 


I’hotoii Tor|)utl(ius 
2 Phnscr Is 
2 Tractors 
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Size CI.1S5; 3 




vy Cruiser - Variant : 2 
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Command over 50 unique campaign mis- 
sions generated by the Dynaverse 
engine, or reenact classic scenarios 
from the original series. 


www.interplay.com/sfc 
Go to #165 @ www.computergaming.com/lnfollnk 


KUngon Commniiii 
Cruiser (K-n7C) 


Pledge alle- 
giance in the 
Klingon Empire, the 
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Planets, the Romulan 
Star Empire, the Hydran 
Kingdoms, or the Lyran 
Star Empire. 


Multiple tutorials and tech- 
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trols necessary for you to take 
command. 


J Numerous multi-player options 
include 'Pass the Tribble’ and coopera- 
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JUNE 1999 • Issue 179 


COMPUTER 

CAMIMC 


WORLD 



I f you type a special code 
into STARCRAFT, it will 
give you access to the 
pre-release copy of ORC 
SQUAD LEADER 3000, but the 
code won't work until 
January of 2001... okay, 
enough of that tired joke. 
We've scoured and struggled 
with our favorite games for 
hundreds of hours {only 
for research purposes, of 
course) to give you the 
best in codes, cheats, and 
hacks. Use them, enjoy 
them, live them. And if 
you aren't disciplined 
enough to back up your 
data before trying these 
cheats, don't blame us. 




ALL OF G.O.D.’S CREATIONS 



WE'VE GOT YOU COVEOEO 


celebrates 





covers. One for our 
newstand buyers and a 
special collector's edition 
for our subcribers. If you 
want to subcribe to CBW 


'M 

call 800-027-4450 




T he Gathering of Developers, 
with titles like Max Payne, 
HEAVY METAL F.A.K.K.^, 
and KISS: PSYCHO CIRCUS in devel- 
opment, can hardly be called choir 
boys. Who are these guys, and why 
do they think they're out to save 
gaming? 





PREVIEWS 



Ultima Ascension 

We accepted Lord British's offer to see the latest 
changes Origin had made to the controversial final 
chapter of its role-playing epic. Check out Editor-in-Chief 
George Jones' in-depth, hands-on update 60 

Gabriei Knight 3 

We've always claimed that Johnny Wilson has both 
BLOOD OF THE SACRED and BLOOD Of THE DAMNED, so 
who would be more appropriate to dissect Jane Jensen's 
latest take on the supernatural? 62 

Warhammer 40,000: Rites of War 

Look out! Warhammer mseXi PANZER GENERAL, 
and strategy/war gaming will likely never be the 
same again 65 

Dipiomacy 

For more than 40 years, the fine art of deal-making and 
back-stabbing has been refined over worlds comprised 
of paper maps and online sites like CompuServe. Can 
Hasbro's new DIPLOMACY deliver on the PC? 68 



High Heat Basebaii 

Can Team .366. recapture the magic of leader Trip 
Hawkins' original Earl Weaver? 77 

Seven Kingdoms II 

In this latest update, we find that the deepest of 
real-time strategy games gets even deeper — and 
surprise!— it's prettier as well 81 

The Operational Art of War II 

Bigger, with a tougher A! and even more ways to 

realistically blow up the world. What more 

could a serious wargamer ask for? 83 


46 REAP.IVIE 


• Up close and personal with Dr. Ray Muzyka, 
the man behind BALDUR’S GATE. 


• Wit, wisdom, and ennui from the 
Computer Game Deveioper’s Conference 

• The hot games we’re looking forward to at E3. 


GAMER’S EDGE 


l!M:l.V.7:TiT^ 

Hardware News 121 

• Firewire's uncertain future 
•3D Ironworks: TNT2 Comes 


Out Swinging 

Loyd Case 

Learning to Follow 
My Own Advice 124 

Killer Rigs 128 

KDS VSF1 5 Flat-Panel 
Display 131 

Macintosh G3 132 

Titan Sphere 

Game Controller 133 

ViewSonic PT795 
Monitor 135 

Pioneer 6x DVD Drive...,137 



Army Men 2 143 

Resident Evil 2 145 

South Park 147 

Turok 2 149 

Extreme G2 151 

Roll Cage 151 

Wages of SiN 151 


SimCity 3000 


Myth II 




Our guide to urban planning 
will keep you on budget and 


Tricks, tips, and detailed battle plans 
to bring out the most dastardly 
effects of your favorite wraiths and 
zombies 


Close Combat III: 
The Russian Front 



Stuck on the Volga with nowhere to 
go? Don't end up like Paulus' Sixth 


CG Tips is on vacation due to our comprehensive 501 Cheats feature. Look for CG Tips to return next month. 


DEPARTMENTS 


Johnny Wlison In Memorianr. Ailen "Doc" Greenberg 21 

Denny Atkin Buy a life on the Web 26 

CGW Online What to check out on OameSpot 29 

On the CG-ROM Demos, tools, and goodies on CD 31 

Letters Email missives and submissives 32 

Reviews Introduction 139 

Greenspeak It's not all fun and games 202 


SIMULATtONS/SPACE 


Starsiege 156 



NASCAR Revolution 162 

EA Superbike 165 


STHATEGY/WARGAMES 


Heroes of 


Might & Magic III 170 



Imperialism II 173 

North vs. South 176 


Imperialism II 173 

North vs. South 176 







BATTLES IN HOSTILE SCI-FI CONDITIONS - 
FROM OUTER SPACE TO SWAMP ZONES. 


COMBAT ACTION WITH ACTIVISION’S 
ALL-NEW DARK SIDE ENGINE. 


SPECIAL OPS STEALTH-SQUAD COMBAT IN 
40 INDOOR/OUTDOOR MISSIONS. 


PRITTIED ahacks on intelligent enemy forces 
nnil IIEIl that adapt to YOUR tactics. 






IIKEI 
h I H E si 


a 


... A siire-te recipe foi 


that no sane playei 




“...we could be looking 
something amazing.. 


on a 

global scale. It’s melodrama, it’s 
excitement, it works.” 

-Computer Gaming World 


M assive armies clash. Forests and cities burn. Tremendous magical forces 
level castles in the blink of an eye. In these epic crusades, four immortal 
monarchs are locked in a campaign to control the once splendid land of 
Darien. Build your armies, hone your magic skills and gather your resources to 
wage war on an epic field of battle. Your power to either rule or destroy lies herein. 


Features 

• Four unique sides, each with their own bnild-hierarchies and strategies. 

• Command vast armies of skeletal archers, undead footsoldiers, magic-casting wizards and airborne dragons. 

• Lay siege to massive castles and cities. 

• Full 3D environments filled with rolling hills, high bluffs and thick forests. 

• 3D card support delivers stunning graphics and special effects. 

• Multiplayer capabilities over LAN and the Internet. 

• Play FREE on Cavedog Entertainment’s Boneyards™ — a new type of gaming community. 




Total Annihilation: Kingdoms Ifl 
is completely unbelievable.” iB 

Eigfv -Imagine Games Network 


boneyards 


www.cavedog.com 


chaos and mayhem 
ifoiid want to miss.” 

-Computer Games Strategy Plus 


01 999 Humongous Enterlalnmont, Inc. All Rights Reserved. Total Annilhilaiian, Total Acinihllslion: Kingdoms and Baneyaids ate uademarks of Humongous EnlattainiTtont. Inc. Cavetlog Entertainment and the Cavedog Entertainment logo ate tegistned 
tiademarks of Humongous Entertainment. Inc. Created and published by Cavedog Entettalnment. a division of Hittnongoiis Entertainment, Inc. 

Go to #172 @ www.computergaming.com/lnfollnk 


“... fit to sit on the 
throne of RTS gaming.” 

yGamcr’s Republic 




FROM THE CREATORS OF THE COMMAND 



“An RUlR^in^, captivating environment.” 

- Gamer’s Republic 


“An RPG with generous doses of adventure, 

action and technology.” 

- CINet Gamecenter 

• • 

“Lands of Lore III presents truly inffCniOllS 
solutions to several issues that have ^agued 
computerised RPGs for years.” 

^ - Games.net 


“Stunning 


graphics and interface.” 

- Gamepoweccom 


“Lands of Lore III is the best RPG 
experience the pc has to offer.” 

- PC Player 





Go To War! at 
www.eidosinteractive.co 


e: 


'OOT AND EXTORT YOUR WAY 
i to infamy in tKe s^edy world of the 17th 
century Caribbean. Strike terror in the hearts 
of your victims: board ships, ransom' Postages 
and sack towns. The only rules are the ones 
you make. Cutthroats: Terror on the High Seas makes 
you the captain of a ship bristling with cannons. Seek a 
Letter of Marquee and fight for King and country as a 
privateer, or become a ruthless pirate. Either way, remember 
to ply your crew with rum and treasure or face a mutiny. 
Will you survive to retire a Pirate Kiiig?’ Or will you 
dance the hempen jig on Gallows Rock? • ' ' 


^ Customize your fleet of up to 12 ships with cannon 
and crew to devastate enemy ships. For land battles. 


arm your men with muskets, cannons and cutlasses to 
raid ports. ' 


* Sophisticated real-time strategy engine enables complex 
amphibious assaults; bombard fortresses with your 
ship's cannons, while your men pillage the town. 


From the company that brought you 

COMMANDOS "" and Gangsters™ 




Kill enemy crews with cannons, then board 
your prize and take your spoils. 

Landing parties can capture ports or burn Over 70 ports in 6 million miles of gameplay 

them to the ground. area to exploit. 




PlUAGE. PEUNDER 


Raid, 


Cervorvn the High Se^s 



WANT TO TEST YOUR METAL? 

How Would Your Command Decisions Affect the Greatest Battles 
of the Last Half of the 20th Century? 



Nei 


EDITORS' 

CHOICE 


■A-Aik-Aik 


Call (410) 933-9191 or visit our web site at 

www.talonsoft.com 


MODERN BATTLES 
1956-2000 


©Copyright 1998, 1999TalonSoft Inc.. RO. Sox 43730. White Marsh, MD 21236 

Go to #242 @ www.computergaming.com/infolink 






The Real Half-Life 

InMemoriam — Allen "Doc" Greenberg 



I just threw away my editorial, 
my pompous words about 
the future of online gaming 
and how we stand on the 
brink of the next wave of 
multiplayer gaming. It's a 
good editorial and it needs 
to be published, but it just 
doesn't hold up against the story I 
must write. This is the story of a 
real deathmatch, the story of a 
man who died too soon. He was a 
friend, a colleague, a fellow editor, 
a father, and a gamer, in chrono- 
logical years, this CGIV editor lived 
only about half of a life's expected 
duration. In important matters, his 
mark is longer. 

He should have died under mys- 
terious circumstances, like a hero in 
one of those adventure games he 
loved to play. He should have left 
behind a trail of puzzles, like the 
ones in the classics he continually 
challenged. He should have died 
with a wicked smile on his face as 
he shocked us with his Gilbert 
Gottfried impression of a cantan- 
kerous East Coast nerd. He should 
have left us peacefully with a gen- 
tie smiie on his face as he nodded 
approvingly at the son and daugh- 
ter of whom he was so proud. 

Instead, he died after living large. 
He died as the kind of mensch he 
admired in those short stories and 
novelettes by his favorite author, 
Harlan Ellison. He was a virtim of 
his own rare blood-type and his 
inability to recuperate fully after a 
series of organ transplants. He 
fought on to the end, hoping to 
make some sense of the suffering 
through which he was struggling. 

And all the way through the 
period of savage nights and days of 
physical weakness, he played 
games. Even while the medication 
and physical weakness played 
games with his head, he kept on 
writing. He no longer tortured his 
editor-in-chief with lead paragraphs 
so bizarre and strange that it was 

www.compuferBaming.com 


unclear whether we had a genius 
with a strange sense of humor or a 
demented schizophrenic on our 
staff. His contributions started to 
get smaller and less regular, but he 
kept playing and he kept writing 
right up until the end. 

This is a story about heroism. 
Please indulge me. I first came in 
contact with Alien Greenberg (or 


"Doc," as he was known to us) 
after he started writing for The 
Electronic Gamer, one of the origi- 
nal e-zines on CompuServe. I con- 
tacted him about writing for 
Computer Gaming World, and he 
jumped at the chance to review 
computer games for us, He soon 
proved his mettle at writing about 
adventure games and puzzle 
games. Doc was enthusiastic and 
always gave us a laugh or two as 
we edited his material. He wrote 
for both the print magazine and 
the first online publication, 
our long-time publication on the 
Prodigy service. So, when there 
came a time that we needed an 
editor for our Prodigy publication, 
we decided to hire him. 

Even then, though, Doc was 
worried. You see, the guys told him 
that i always ask prospective 
employees about the books they 
have read, their favorite authors, 
and the magazines that they read 


regularly. Allen's favorite author 
happened to be the great author of 
speculative fiction. Harlan Ellison, 
and he not only knew that Harlan 
and I had once colored the atmos- 
pheres of our respective offices in 
blue storm clouds of unrestrained 
verbiage, but he was also aware 
that Harlan had taken some pot- 
shots at me on the Science Fiction 
Channel. {Yes, I'm the editor of the 
so-called Video Wahoo Magazine 
about which Harlan railed in a cou- 
ple of interviews.) When i asked 
the question. Doc trembled all over 
and exhaled quickly. "God help me, 
it's Harlan Ellison." I laughed the 
hardest I ever have in a job inter- 
view. I happen to admire Harlan, as 
well. I told Doc that this was 
grounds for hiring. 


Yet, there was a problem. Doc 
had been diagnosed with diabetes 
and had left his lucrative dental 
practice to work in a clinic. His 
skills had declined because his 
vision was getting worse and his 
partners no longer wanted him. He 
was able to help quite a few peo- 
ple in the clinic, but he knew that 
he wouldn't last for long. Com- 
puter Gaming Wor/rf became his 
new reason for living. He moved to 
California and had a great couple 
of years before the disease began 
to have an impact on his work. 

Even though he was weak, he 
continued to edit our Prodigy pub- 
lication until its demise. Doc was 
our first telecommuting editor dur- 
ing that period, and his work kept 
him going for a long time. Yet, his 
life was now a series of dialysis 
treatments and his trips into the 
office became more and more diffi- 
cult. The adventure game puzzles 
that he once solved with ease 


came painfully slower and slower 
to him as he waited for more than 
two years for the much-needed 
organ match. In the course of get- 
ting to the office, he would often 
fall on the streets of San Francisco, 
pick himself up, and keep on going 
(if no one called for an ambu- 
lance — an occurrence that hap- 
pened more than once). He never 
gave up. Finally, the transplant 
took place. Finally, it looked like 
Allen's nightmare was over. 

He returned to us with clear 
mind and new focus on work. He 


He died as the kind of mensch he admired in 
those short stories by Harlan Ellison. 


was still weak, but his writing 
kept getting better and he was 
making the comeback for which 
we'd been praying. 

Then, his body rebelled. He 
experienced a severe relapse. He 
left us suddenly. No more cynical 
shouts startling us in the office. 

No more incredible joy as he 
solved the latest puzzle. No more 
dry wit Doc completed his adven- 
ture. He solved the last puzzle. 

His cubicle in the office doesn't 
look like the violence-torn setting 
for some angry Harlan Ellison 
story. It doesn't look like the old 
sanitarium in THE BLACKSTONE 
CHRONICLES. But it looks pretty 
creepy without my friend and col- 
league. I wanted to see him win 
the transplant game. I wanted to 
see him get the best ending pos- 
sible. I hope, for his sake, he did. 
Allen "Doc" Greenberg died in 
March of 1 999. Shalom, Allen, 
Shalom. S33 


COMPUTER GAMING WORLD « JUhTE 1999 


A 




www.tribesplayers.com 





PC GAMER 


rSTAiisJEOi 




...more oriyinol and refreshinQ 
[han anijihiny I've seen in years 


@ OO PO00t?<^(?(l©0GKJ 


achon masterpiece. 


NEXT GEN ONLINE - 


☆ ☆☆☆☆ 

- NEXT GENERATION -A 


ynamix reclaims its 
game developers 

Tire bestNMI simulation yet 


94 % 

lebestWWi 
air combat 
simulation 
on the street. 

-PCM&E- 


- DENNY ATKIN. G AMESPOT • ; ^ . 


www.redbaron3d.com 










www.starsiegeplayers.com 


...onoiiier yemfrom 
Dpmix... Fast ond fun 
mifi] dazzling 3D landscapes. 

- GAMEPOWER - 


^ ^ ’Imggod.'iuhaHsaui 


mas brealMahing.'' 


-THE VOODOO REVIEW- 


f i Cleaflgfliefronffunner 

r* . in Itie coming indusffi]- 

position as one or the tinest uiidumeciiBr- 


-CORA FLIGHT NEWS- 










100 billion operations a second, allowing us to render 


Our 3D graphics accelerator performs over 
something like a mangled fibula with the utmost realism. (If it looks like oatmeaUhen that's the way 
it's gonna look.) Our chip is compatible with a gazillion games and software applicafons, so why not i 
upgrade your computer with a 3dfx VoodooS't board, or make sure it's built into your next one. 

For more information, check out our website atwww,3dfx.com. So powerful, it’s kind of ridiculous. 












' 1 






Spending Big Bucks — Reai Ones — for Hot UL TIMA ONLINE Real Estate 


A n odd phenomenon 
struck online auction 
house eBay (www. 
ebay.com) this past 
March: People began 
selling virtual castles 
and imaginary charac- 
ters. eBay has always 
had an amazing selection of items, 
from cheesy collectibles to used 
Ferraris. It can be an addictive 
online experience (this editor has 
spent an embarrassing amount of 
time and money on eBay filling out 
the Green Lantern comics collec- 
tion he could never afford as a 
kid), so it's only appropriate that it 
would become a venue for traffick- 
ing in ULTIMA ONLINE accounts. 

It all started when eBay user 
Turbohawk (in real life, Steve, a 30- 
year-old firefighter) decided to sell 
his copy of ULTIMA ONLINE, com- 
plete with five characters and over 
half a million gold pieces. The 
account ended up selling for a 
whopping S521 . Word got around, 
and within a week there were over 
80 accounts for sale, many with 
bids over $500. At press time, one 
account had sold for $2,050, while 
another had reached $3,000 after 
57 bids — and with six days to go 
until auction close! 

The questions are obvious; Why 
would someone sell an account 
they'd spent thousands of hours 
developing? More important, what 
is it about this gaming experience 
that could cause dozens of players 
to drop hundreds — or even thou- 
sands — of dollars on a powerful 
account? To find out, I interviewed 
a number of UO veterans who were 
selling their accounts as well as 
wannabe castle lords who had bid 
$250 or more for these accounts. 

Unreal Estate 

For many, the appeal of buying 
UO accounts is one of solving a 
problem that Californians will 
empathize with; lack of real estate. 


Shadow (in real life Richard, a 39- 
year-old controls design engineer) 
explains: "What it does for you is 
allow you access to items that 
might take you a very long time to 
acquire on your own much sooner 
than it normally would. Real estate 
in UO is pretty much set now. There 
are very few places that you can 
actually place a small house, let 



alone something huge. Therefore 
the only way to obtain such a 
place is to buy it in a game, 
through various Web sites or 
through eBay." 

Others are looking for characters. 
They find it tedious to perform the 
activities necessary to build strong 
enough characters and they see 
buying an account as a way around 
this. When asked whether taking 
over another person's character 
spoils the role-playing aspect of 
UO, Scott, 28, a systems administra- 
tor, explains, "I have my own char- 
acter that I developed and spend 
most of my time playing. I was 
looking for support characters for 
that character. UO doesn't allow for 
good role playing because you 
have to spend way too much time 
doing mundane things to gain the 
wealth required for you to do any 
kind of adventuring." 

Believe it or not, even romance 
can be a factor. "Well, my fiance 


will be traveling a lot soon, and we 
thought it would be neat if he 
could play with me while he was 
away. I decided to first bid on one 
as a birthday present for him," 
says Jocelyn, 20, a college student 
in Dallas. In addition, buying an 
already powerful character for him 
means she'll be able to more safely 
build her own character's abilities. 

Selling Out 

So why sell an account? Reasons 
vary. Not enough time to play, frus- 
tration with game lag, and moving 
on to other games are some of the 
typical rationales. Harlan, a 22-year 
old college student sold his and his 
fiancee's accounts so they could 
move on to EVERQUEST. "My 
fiancee and I are selling our 


accounts as a group deal," Harlan 
says, adding, "We have kept our 
long-distance relationship alive via 
role playing on UO." 

While many account buyers 
have been primarily interested in 
property, Harlan and his fiancee 
hope to see their characters live 
on. "So far the emphasis has been 
on how much gold and what 
equipment are available," Harlan 
reports. "Our sale is more about 
the mood we have created with 
our house and characters. Yes, our 
characters are good, but more than 
that, they have a history and a 
legacy. They are known in their 
shard as lovers and travelers. We 
are selling the characters' reputa- 
tions as well as their statistics." 

Sometimes, selling the account 
is a way to gain both money and 
time to spend in real life. Brian, 21, 
a student and part-time Best Buy 
computer technician, had put 
about 2,000 hours into ULTIMA 


ONLINE between August and 
March. "Many days I would put in 
1 5-plus hours just killing stuff, 
making stuff, etcetera. 1 found 
myself many times up to 6 a.m. or 
all night and not even knowing it." 

Brian saw the eBay trend start- 
ing and decided it would be a 
perfect opportunity for a self-inter- 
vention. "Since my time playing 
UO I have seen my grades go from 
As to Cs, to the point where I did 
not want to do anything but play 
UO. 1 found myself laying in bed at 
night thinking about what I could 
be doing on UO right now. This 
continued during school, work, 
driving, everything. Even dates I 
would cut short to get home to 
play UO. I got a cable modem just 
for UO. I saw this getting out of 


hand, so I had to cut my addiction 
off. I have since then started play- 
ing more quick games like 
STARSEIGE; TRIBES and others." 

UO publisher Origin is cool about 
this whole trend; in fact, the com- 
pany is planning to modify its user 
agreement to make such sales 
"legal" in the game license. 

"We know items are sold and 
traded, but we did not think char- 
acters would hold such a high mon- 
etary value," says Origin's David 
Swofford. "The in-game economy 
in ULTIMA ONLINE has always been 
healthy and dynamic. It's only nat- 
ural that eventually it would be 
mirrored in the real world like this." 

With thousands of dollars 
changing hands weekly on eBay 
for virtual castles and characters, 
it's not hard to picture a near 
future in which companies join in 
and sell the games cheap but offer 
weapons, potions, and keeps as 
extra-cost options. 


it's only appropriate that eBay would become a 
venue for trafficking in ULTIMA ONLINE accounts. 


rnMPUTER GAMING WORLD ‘JUNE 1999 


www.computcrgaming.iom 






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HIGH HEAT 

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\Hh2k_demo\setup.exe 
Play three innings with either New York or San 
Diego. 


V *5 ■ ' - C 







DEER HUNTER 2 

PRODUG/GENRE: Hunting Game 
£X’fC‘L/r4Btf; \dhunter2\deerhunter2demo.exe 
Easy sample hunting ground to find yourself some 
venison. 


Video Clips 

Planescape Torment 
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Max Payne 
Giants 


Toolbox 

Myth li Tactics 

Alpha Centauri Strategy Guide 


REQUIEM 

PRODUG/GENRE: First-person 3D action 
shooter. 

WfCt/Mflif,- \requiem\reqdemo.exe 
Battle one boss and her demon spawn in this one 
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HEROES OF MIGHT AND MAGIC III 


AdditionalJune CD Titles 


M 




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ROLICAGE 

PRODUG/GENRE: Arcade racer 
fXfCt/MSif: \rollcage\setup.exe 
Drive two cars on one track in this wild arid crazy 
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SEVEN KINGDOMS III 

PRODUG/GENRE: Real time strategy game 
£VfCL/rMf.'\sevenkingdoms\Www.exe 
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PRODUG/GENRE: Deep sea fishing sim. 
DffCi/Mflif.- \vds_fishing\install.exe 
The demo has a fishing trip off the coast in San 
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EXECUTABLE: \machines\setup.exe 
Play three single-player missions and one 
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PRODUG/GENRE: Interactive music game 
fXfCt/rABIf; \demos\axe\install.exe 
Claymalion characters take solos with three 
different instruments. 


/ .computergaming. c 


COMPUTER GAMING WORLD ♦JUNE 1999 




COMPUTER 

GAMIMC 


WORLD 




leeUniade 


Editorial Director Johnny Wilson 
Editor-in-chief George Jones 

Executive Editor Ken Brown 
Managing Editor Joe Vallina 
Features Editor Denny AtKin (Simulations) 

Reviews Editor Terry Coleman (Previews, Wargames, Gamer's Edge) 
Tedinical Editor Dave Salvator (Hardware) 

Senior Editor Jeff Green (RPG, Sports, Re3d.Me) 

Associate Editor Robert Coffey (Action, Strategy) 

Assistant Editor Thierry Nguyen (Previews) 

CG-ROM Editor Jack Rodrigues 

Editorial Assistant Tom Price 

Editorial Intern Jesse Hiatt 

Contributing Editors Scorpia (Adventure Games), 

ChadesArdal (Interactive Fiction), Loyd Case (Hardware) 

Founder Russell Sipe 


Art Director Steven Wancz^ 


Production Director Carlos Lugo 
Production Manager Martin Walthall 
Electronic Prepress Group 
Manager Michele Kellogg 
Assistant Manager Tamara Gargus 
Technidan Roger Drake 


Address questions and feedback to: 

CtnVEditonal, IBS Main SL, Mth Floor, San Francisco, CA9A10S. 
Of you may contact us via: 

CGWIetteisdrd.com 

Phone: (41 5) 357-4900 

Editorial Fax; (415)357-4977 

Web site: www.computergamtng.com 


Assodate Publisher Suzaruie Reider (415) 357-491 5 
East Coast Sales Manager Laura Pitaniello (212) 503-4851 
East Coast Sales Assistant Jennifer Lopes (212) 503-3926 
Southwest Sales Manager Pat Walsh (949) 851-2556 
Southwest Sales Assistant Sandy Marciniak (949) 852-5914 
Midwest Sales Manager Mard Yamaguchi (41 5) 357-4944 
Silicon Valley/Northwest Sales Manager 
Dm Montgomery (415) 357-4925 
Senior Marketing Manager SalSharma (415) 357-4935 
National Account Rep Joann Casey (415) 357-4920 
Advertising Coordinator Leslie Ventimiglia (415) 357-4930 
Assistant to the Publisher Linda Fan (41 5) 357-5425 
Account Representative Tallie Fishbume (41 5) 357-5226 



Address inquiries to CGW Advertising, 135 Main St., 14lh Floor, San 
Francisco, CA 94105; or call (415) 357-5398, fax (415) 357-4999, 


Vice President Dale Strang 
Business Director Cathy Bendoff 


For subscription service quesiions, address changes or ordering Information, call 
(303) 66S-8930 viriihin the U.S. and Canada. Ail other countries call (303) 604- 
744S or write to Computer Caming Worid, P.O. Box S71 67, Boulder, CO 80322- 
7167. The one year (12 Issue) subscripliors rate is $27.94 in the U.S., and $43.94 
outside the Ui.; the rate lor ore year (1 2 issue) subscript'ons with the monthly 
CD-ROM is $42.94 in the U.S., and $58.94 outside the Ui. Checks must be made 
payable in U.S. currency only to Computer Gaming World. 



Back Issues on be purchased for $8 in the U.S. and $10 outside the Ui. (CD-ROM 
version not available). Prepayment is necessary. Checks must be made pe^le in U.S. 
currency only to Corrputer Gaming World. Mall your request to Back Is^, 20, Inc., 
P.O. Box $3131, Soukfer, CO 60322-3131. 

We perkxfcally make fm of our customers available to mailers of goods and services 
that may interest you If you do not wish to receive such mailings, please write to us 
and indude a copy of your mailing label. 


■■"i" .'i.. . 






WRITE US, DAMMIT! CGWLETTERS@ZD^;eOM 


VAMPIRE BITES BACK 

I loved the cover on the April issue. I just opened up my 
May issue to find people bitching to all hell about it. Get a life people! 
It's a freakin' picture of a vampire! Sorry if some of us don't get off 
looking at pictures of chairs and rolling nice green lawns on our 
magazines. Go read Better Homes and Gardens or some crap if you don't 
like CGHr. And CGW, keep putting out more and more awesome covers! 

Aiaric 

We 'd like to thank all those who wrote in support of the April cover. When the issue 
came out, most of the feedback was negative, so most of the May issue letters reflect- 
ed that. Since then huzzahs have outnumbered hurrumps about 3 to I It has been 
the most controversial cover ever, and we thought we'd print a few more opinions 
here before closing on the issue. 


I just read the Letters section in 

May's issue. Screw all the prudes, wussies, 
and whiners that didn’t appreciate the fine 
example of a female vampire that graced 
April’s cover! Keep up the good work, CGW. 

From a 33-year-old male who gets a 
mahogany whenever Cleopatra’s emissary 
visits him in Civ II, 

Grant Berdan 

What was all the fuss about? You see 

a lot worse on TV. at the movies, at the mall, 
at the beach, etc. You would have to stay in a 
room with no TV, never go out, or blindfold 
yourself not to see this kind of thing. 

Anyway, keep doing what you do best and 
that's put out a great magazine. You don't 
have to worry about me ever canceling my 
subscription, unless you start covering 
country music or give sewing tips. 

Doug Anderson 

So much for the Garth Brooks Cross-Stitch Strategy 
Tips Special. 

I thought that the Vampire cover 
was inappropriate. The cover should be 
representative of what the other 200 or so 
pages of the magazine contain. The people 
who are looking for video game content are 
now saddled with a magazine that, while the 
content is appropriate for many age groups, 
and environments, the cover is not. You do 
not do your readers a service by putting them 
in this situation. 

Ryan Spanlon 

The April cover model, Angel Carter, 


had a great makeup job, However, shouldn’t 
the fang marks have been vertical, not 
horizontal? I don't think it’s possible for 
someone to get bitten on the neck at the 
angle portrayed on the cover. 

Gary Bremer, Jr. 
U.S. Navy 

We've learned that to shoot a vampire you must: 
get the model for at least 3 hours, watch where the 
makeup artist puts the bite marks, and make sure her 
bustier fils. 

I fit your target demographics (34, 
white, professional male), and I am sick of 
seeing women used as marketing devices. If 
C6kV wants to use sex to sell, that is your 
right and the consumers will then vote with 
their dollars (you might be on the winning 
end). But don't take your argument for doing 
such to some false intellectual plane. It is 
pure "boobs, sex, violence = sales (money), 
and we want ours" marketing plain and 
simple. 

Scott Morgan 

I'm appalled at the rash of letters 

concerning your April cg^r. What’s the big 
deal? Anytime I want to see worse than that, 
all I have to do is watch an episode of 
Melrose Place. Clearly we as a nation either 
have way too much time on our hands, or are 
just too friggin' repressed. Perhaps it’s a 
combination of both. 

Mike Bean 

I think your April cover was very 
spontaneous and completely appropriate 


COMPUTER GAMING WORLD * JUNE 1999 


/.computergaming.c 


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Go to #187 @ www.computergamlng.com/infolink 





Chairman and CEO Eric Hippeau 


Vice President and Chief Financial Officer Timothy O'Brien 


Chief Internet Strategist Claude P. Sheer 


Presidents 

ZD Market intelligence Bob Brown 

ZD Events Jason Chudnofsky 

ZD Brand and Market Services TertI Holbrooke 

ZD Publishing Michael S. Perils 

ZD Internet Productions Dan Rosensweig 

ZD Education William Rosenthal 

ZD Television LanyW.Wangberg 


Executive Vice President, International Aymar de Lencquesaing 


Vice Presidents 

Marylou Berk (Corporate Real Estate and Facilities) 
Steve Gladyszewski (Information Services) 

Mark Moyer (Controller) 

Tracy Nadi (Human Resources, Operations) 

Thomas L Wright (Treasurer) 


Corporate Sales 

Joe Gillespie (Executive Vice President) 

Michael Perkowski (Vice President, Marketing) 

Jeff Bruce (Executive Director) 

Scott Murphy (Executive Director) 

Rita Burke (Managing Director) 

ZD Brand and Market Services 
Terri Holbrooke (President) 

Charlotte Rush (Senior Vice President, Communications) 
Elda Vale (Vice President, Corporate Research) 

Barbara Lyon (Vice President, Marketing Communications) 



President Mike Perils 

Executive Vice Presidents Jack Dolce. Al DiGuido, Thomas 
McGiade, Michael J. Miller, Jim Spanfeller 

Senior Vice President Nancy Newman 


Vice Presidents John Dodge, Roger Herrmann, Peter Hongo, 
Eric Lundquist, Bill Machrone, Jim Manning, Charles Mast, Paul 
Somerson, Dale Strang, Mark Van Name 

Director, Benchmark Operations Eric Hale 

Director, ZD Labs Lauren Black 


Director, ZD Testing and Analysis Group Bill Catchings 


Director of Public Relations Glynnis Woolridge 




COMPUTER GAMING WORLD (ISSN 0744-6667) Is published 
monthly by Zlif-Davis. Copyright © 1 999 Ziff-Davis. All Rights 
Reserved. Material in this publication may not be reproduced In any 
form without permission, if you want to quote from an article, 
write to Chantal Tucker, One Park Avenue, New York, NY 10016- 
S802, orfax212-S03-5420, 


^i^ZlFF-DAVIS 

a SOFT' HANK 
company 

Computer G,mlng Woridh not affiliated with IDG, 


Audit Bureau ot 
Circulations 
Member 





For reprints, please call 
Ziff-Davis reprints at 
(800) 825-4237. 


for your readers. Please don't let a few 
angry parents intimidate you or your staff 
and stop you from doing what you think is 
best. Parents are not the only ones reading 
your magazine, and younger readers such 
as myself should be heard also. I hope you 
won't be intimidated or pressured into 
changing the way you select your covers. 

Zonk Ishayev 

I can understand how some people 
would get upset when they saw the April 
cover, but I saw something in the May issue 
that put it into perspective: an ad on page 
135 for the ATI Rage Fury shows two eyes 
in a bag. Now if I was a parent, that would 
send a chill up my spine and make me 
wonder about the current state of 
humanity, not some beautiful woman 
dressed as a vampire. 

To all of those who wrote to complain 
about the April issue: It was one issue out 
of 1 2 this year. It's gone now. Get on with 
your lives. 

Jason Allen 

The April CCl/1/ cover was 
disturbing. The makeup and the blood 
on the model was unsettling. I didn't like it, 
my kids (including a teenager) didn't like it, 
and my wife hated it. 1 
ended up tearing the 
cover off the issue and 
tossing it. That was a 
first — for any 
magazine in the house. 

Mike Cazaubon 

I cannot believe the 
outrage over your April 
cover. Every one of those letters 
referred to the size of that 
woman's breasts. What the heck 
does that have to do with anything? It 
sounds like they are saying, "I don't mind 
my child swearing or being exposed to 
simulated killing in PC games, but PLEASE, 
OH, PLEASE don't let them see part of a 
woman’s breast, especially if they are big." 

What a bunch of hypocrites! You're all 
doing a fine job; please keep it up! 

Randy Millard 

MAC MAKES 
A COMEBACK 

1 am writing in response to Johnny 
Wilson's Editorial in the April issue ("Ole 
Mac Is Back"). I'm glad that someone in the 


PC world has something nice to say about 
the Mac. Last April I converted to the 
Macintosh after using a PC for more than 
1 0 years. 1 have to say it is by far the best 
computer I have ever used. The only 
problem is that good games are sometimes 
hard to find. I solved that problem by 
sticking OrangeMicros' high end PC card in 
my Mac, so basically I have two computers 
in one box. Helps save desk space. It works 
great and plays all the latest games great. 
As for the IMac, this is not a gaming 
computer. To get a good gaming computer 
you have to get one of the desktop or mini- 
tower G3 models. I have been a subscriber 
to your magazine for a long time, and I will 
continue to do so, as you always have great 
coverage of upcoming games, whether PC 
or Mac. 

Kevin Kelly 

I am an avid reader of CGlVand a 
Mac user. Obviously I don't read CGW 
for the in-depth Macintosh product 
reviews or all the snide remarks that sneak 
in where ever possible (though I do find 
them amusing). I read CGWbecause 
where else is a Mac guy going to get the 
dope on all the great new titles that might 
someday make it to his computer? 

I just purchased 
my April 
edition, flipped 
through the 
first few 
pages and 
there it was! 

An almost fair 
article on Apple and 
how it is finally getting 
its altogether! Who 
would have thought I'd see 
such an article in the "PC or die" 
game mag of them all. The article was 
very fair, though it's obvious that you still 
don't get it, but it is a start. Then to top it 
all off you went and listed the Mac system 
requirements for Myth II! Keep it up and 
you might end up with a few thousand 
new subscribers. 

Man Mabry 

The Mac is indeed a viable gaming platform again. 

The IMacs are hot sellers, and the new G3s are solid 
gaming systems (see our review on page 132). The 
only problem remains a lack of titles. Apple insists (as 
they have for years) that this time they're really going 
after the gaming market. We hope they put their mon- 
ey where their mouth is and help developers convert 
more new games to the Mac. 



COMPUTER GAMING WORLD ‘JUNE 1999 


/.compiitc-rg.imins.e 







It Europe! lit \VU7J. (Jic 

and (fdiispitfiii^ 
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estriiclion in the Blitz. Protect Mother Russia frntn 
lie advancing Germans. Only a foolproof rail system 
an spell victory for the Allies! 
lODERN TIMES REQUIRE PROGRESSIVE THINKING! 

Ne.xt stop, the Modern Era. .Solve ihe irans- 
lorialion problems facing the modern world from 1950 
0 2005. Help build a modeni Metra pas.senger system 
or Seattle. Manage the suboccanic Cluinnel system 
iclween England and France without drowning in debt. 
Ic the visionary who links two of America's greatest 
ities, Los Angeles and San Franci.sco, with long-awaited 
ligh-spced rail. 

.AST STOP, THE FUTURE! 

From 2005 to 2030. worldwide Hooding and 


New engines! The French TGV Bullet.. .the German DB18 
201 MODERN STEAM TRAIN.. .THE BRENNER412... ENJOY THEM ALL. 
Presenting new cars such as Metra passenger cars... 
TROOP transports. ..AND WEAPONS FLATBEOS! 

Over 15 exceptional stand-alone scenarios, most are 
multiplayer ready. Be the first on your block to try them! 


melting ice caps wreak new havoc for the modern rail- 
road tycoon. The United Slates is a watery wasteland. 
The Mediterranean is an empty hasin with a hlossom- 
iiig F.dcn. Antarctica is a promising agricultural center. 
The heady task ol providing rail systems for this 
strange and e.solic new world falls upon your shoulders. 
No doubt only the most ingenious solutions will do. 

One of the wonoehs of the world? 

• This fine came boasts new buildings! Weapons plants... 
army barracks.. .and a distillery. 

• Melted Antarctica.. .FLOODED United States.. .dried upMedi- 
TERRANEAN... these AND OTHER NEW LANDSCAPES ABOUND! 


Jlidiiv'.i Hilxiii dwc/lcr aids for cfficicnl cimJ c/Jorilcss 
(iiivcl. Tlic (ill-nnv Alcira scenario will tliullciigc vcHi 
Id crvdic II pii.s.snigcr liglil itiif .sy.sicui for the citizens 
of Seaiile. 


In llic /iitiov, llic GcoCorc power pJtinl (tip.s (In 
tintli'.v core for energy. You must iniplenietii (lie mil 
svsiem (Inti supports this imiisticil iiicltrstiv. 




GET READY 



TO^COMMAIMD 

liHElEllliTURE. 














ShSmShsS*^^ " !'uS3ini 


mm 

mma 

Eao 





m 

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i..jg. 


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THE STUNNING SEQUEL TO THE 




PIIIGIMAL COMMAND & CONQUEi^ 


CHAMPION 
IS BACK.” 


Computer Gaming World 


COMING SUMMER ’99 






SUnHER 


www.thq.com www.gamelx.com 

SInItlxr 0 19tZ Mfitiiav Gamtt Inc. Sinlilar and Midway are teglataiad Iradamarts ol Midway Gamaa Inc. and need 
undtr llcania by THO Inc. All rlghla rastivid. GamaFX and THO Inc. ora Iradamarte ol THQ Inc. Sonwoie In Ihia 
game 0 1999 THQ Inc. All righia rKtrved. 




1 



\ ,.i»=“'' „,u""i? 5 oiv 


?? HaOY TO 




ffl^ftRAHGE 


iiillsSisaS"'' 




IFYou^HTm 




fBna'Vfj) 




f^openies , 


^'S'on, Inc. / 
; fespecjive 


FROSTLESS 







BY GAMERS. FOR 


PAUL DOUGLAS 
Confounding Factor 
‘ Last game - Tomb Raider 
> Next project • Galleon 


TOBY CARD 
Confounding Factor 

• Last game - Tomb Raider 

• Next project - Galleon 


GREG ZESCHUK 
BioWare Corp 

• Hit Title - Baldur's Gate 

• Next project - MDK 2 


RAY MUZYKA 
BioWare Corp 

• Hit Title - Baldur’s Gate 

• Next project - MDK 2 


ALAN PAVLISH 
Tantrum 

• Legacy - Wasteland 

• Next Tantrum release - 
Descents 


FEARGUS URQUHART 
Black Isle Studios 
» Latest release - Fallout 2 
• Next role - Planescape Torment 

RUSTY BUCHERT 
Tantrum 

Last voyage - Star Trek: 

Starfleet Academy 
Next game • It’s 
Top-Secret. :) 


BRIAN CHRISTIAN 

14° East , 

Coming Sooii: 

Star Trek - Starfleet Command 
Star Trek - Klingon Academy 
Star Trek -New Worlds 


DAVID PERRY 
Shiny Entertainment, Inc. 

Gig Hit -Earthworm lim 
Upcoming release - Messiah 


ND ON THE 







NICK BRUTY 
Planet Moon Studios 
Latest game - MDK 
Next project - Slants; 
Citizen Kabuto 


STEVE CHAPLIN 
. Celerls, Inc. 

Latest release - Virtual Pool 2 
Next title is on a need to 
know basis 


DREW MARKHAM ' 

Xatrlx Entertainment 
Last game - Redneck Rampage 
Upcoming • Kingpin: Life of Crime 


Herplsy Productions. Interplay, the Interpiay logo. ‘By Samirs. For Gamers.', 14° East. Blach IsleSluckos. Descents, Falljut 2 A-PosI Nuclear Bole-Playing Game, Galleon, Giants: Citueri Kabuto, Kmganand Kuigpur LDe Ot Cnme, Messwih, Reditedc Rampage. 
'irtua!>DelarKiWik)9are trademarks ol Inlertfay Productions. MDK, MDK2, and SJwy Entertainment are trademarks ot Shiny Entenairsneni, liw. BalOur's Gate. Torment and Planescape are trade-mark* olTCH,lne.,asub5idiaryo( Wizards Of The Coast, Inc., and 
re used by Interplay under Icense. All RigissReaerved. Star Trek, Slarlloot Academy and related marks are trademarks ol Paramount Picturss. Ml Rights Reserved. All other copynghia end iraOvrtaiks are the properly otdteiriespectrve owners. 

Go to #262 @ www.computergaming.com/infolink ’ ■ * ' 




I^^THE lATlST HEWS FROM THE COMPUTER GAMING WORLD Edited by jeff„green@zd.coni 


CGW Does F 


Your Fearless 
Editors Roll Up, 
Time In, and Turn 
On for the 
Biggest Gaming 
Event of the Year 


B y the time you read this, the CGkV editors will have dogpiled into the 

company 1 972 VW van and gone on their way to Los Angeles for the annual 
headache-inducing gaming extravaganza known as the Electronic 
Entertainment Expo. Yes, like taxes, or a bad rash, E3 is upon us once again, 
and it's our job be there and soak it in. Hype, parties, booth bimbos, and the 
occasional computer game are what E3 is all about, and we'll do our best to cover it all for 
you. Check www.gamespot.com for up-to-the-minute coverage, and be sure to read 
our upcoming, humongoid, post-E3 Fall Preview issue later this summer, once we're back 
at the office and sober again. 

In the meantime, here are 1 0 of the games we're most anxious to see at this year's expo: 

Black and White 

Is it a game or an elaborate Rorschach 
test? About all that's clear about the flag- 
ship title from Peter Molyneux's Lionhead 
Studios is its sweeping ambition. 

Incorporating elements from Molyneux's 
groundbreaking POPULOUS games, this god 
game could shatter the real-time strategy 
mold by responding uniquely to every 
gamer's style of play. The game's magic sys- 
tem will encompass pure good, pure evil, 
and everything in between, allowing players to play as they wish. The hook here is that the 
physical world and everyone and everything will reflect the tenor of your play, with the 
earth charring and splitting under evil rule or thriving under benevolent guidance. BLACK 
AND WHITE has the potential to be truly revolutionary. 

Command & Conquer 2: Tiberian Sun 

We want to see TIBERIAN SUN simply because we're champing at the bit 
to play it. While we were hoping the game would ship in time for last 
Christmas, we're encouraged by the designers' taking the time to 
balance and tweak it properly. We'll wipe the anticipatory drool 
off our chins long enough to check the progress of the dynamic, 
problem-solving Al, the new units, and other game revisions 

before relaying the information to you, our 
beloved readers, in a future issue. 

Deus Ex 

Of the initial Ion Storm lineup, the one 
title we anticipate the most is also the one that 
is getting the least hype. The fact that it's an 
action-RPG using the UNREAL engine is already intrigu- 
ing, but the setting and involvement of designing legend 
Warren Spector {SYSTEM SHOCK, ULTIMA UNDERWORLD) is 


v.computergaming.c 


GGW DOES E3 • 5. 10. 15 VEARS AGO • REALITY CHECK • WEB PICKS 


what makes this title stand out. No fairies or magic pixie wands here: Instead, you get 
spies, conspiracies, and locales like the White House and the streets of Shanghai. Think 
James Bond meets The X-ft/es— with the UNREAL engine and the creative energy of an 
industry veteran — and you can see why we can't wait to declassify this game at E3. 

Diablo II 

Merely the sequel to one of the best games of the last decade. Blizzard's been working 
on this title for so long now, and we've been anticipating it for so long, that it's easy to 
forget to be excited about it. But make no mistake, this display is going to be one of the 
most crowded, popular ones at E3, and we'll be there too. Remember how much better 
WARCRAFT II was than WARCRAFT? And remember how awesome the original DiABLO 
already was? Don't start underestimating Blizzard now. 

Flight Combat: Thunder Over Europe 

Finally, Looking Glass has taken its talents for developing realistic looking and flying 
flight sims and added a much-requested feature: guns. Taking off at E3, FLIGHT COMBAT will 
have you flying over European terrain with the quality of the company's FLIGHT UNLIMITED 
titles. But those who aren't interested in practicing for a real pilot's license will find a highly 
detailed damage model, realistic flight physics, and Al pilots of varying bravery levels more 
engaging than pretty scenery. A flight recorder will let you savor your kills, and there's even 
apparently a chance there will be a flyable Me-163 rocket plane. 

Force Commander 

In an effort to make sure George 
Lucas can still afford to buy groceries 
after the release of the Star Wars 
Episode /this summer, LucasArts will be 
showcasing this real-time strategy title. 

Shown at last year's E3, FORCE 
COMMANDER has been MIA for a year 
and has been the subject of more 
rumors than Area 51 — is it set in the classic Star Wars universe or the prequel? Why is it 
taking so long? We debunked some rumors in our special Episode I preview last month, but 
we hope to bring you more info when LucasArts lifts the Cone of Silence in L.A. 


Indiana Jones and the Infernal Machine 

Harrison Ford may be getting too old to make another Indy movie, but at least gamers 
will get the chance to play his digital avatar in this third-person action/adventure title. Set 


CGW's 



i 

1 

ME 






ifsauivi 


■ UIBCK 




Van Halen's David Lee Roth once said that the reason that all rock critics loved Elvis Costello was 
because they looked like him. This same theory explains why all the gaming critics love HALF-LIFE: We 
all look like Gordon Freeman. In any event, here’s the latest roundup of 10 recent games and their 
corresponding review scores In the major gaming mags and Web sites. All scores use each pub's own 

scoring system. 

CGW 

(OUTOFFm) 

PC GAMER 
(HIT Orion) 

PC GAMES 

(i-f) 

CGSBUnCYPlUS 

(ouiornm 

PC ACCELERAIOR 

(OUT OF 10) 

GAMESPOT 
(OUT or 10) 

GAMECENTER 

(OVTOFFIVr) 


4 st» . 

94% 

A- 

5 stars 

8 

U 

5 stars 



83% 

C-r- 

4.5 stars 

7 

7.8 

4 stars 



92% 

A 

3.5 stars 

8 

9.2 

3 stars 


2i stars 

82% 

C 

2.5 stars 

6 

5.5 

4 stars 




A 

4 stars 

7 

9.3 

4 stars 

SM's Alpha Cent. 

5 stars 

98% 

A 

4 stars 

8 

9J 

5 stars 

^Iciiy'iSoo . 



B- 


8 

8.4 

4 stars 

SC: Brood War 

5 stars 



4 stars 

8 

9J 

4 stars 



92% 

8-p 

4 stars 

9 

8.6 

4 stars 

Thief 

4.5 stars 

90% 


4.5 stars 

9 

91 

5 stars 

1 *no rating available at press time. 

■ red indicates editor’s choice games 



FORCE COMMANDER 


5, 10, and 15 

Years Ago in CEW 


What We Were Writing About 
White You Were in Diapers 

15 Years Ago: June 1984 

By far the silliest thing in this 
issue, the ad for the "Grand 
Stand" is a s hinin g example 
of ’80s gamer's kitsch. A taU, 
curving, freestanding post to 
hold your joystick in from of 
your chair, the device removed 
any question of whether game 
controllers are phallic symbols. 
It might hold your stick steady, 
but it's doubtful that any dork 
with one sitting in the living 
room would have any chance at 
scoring. 





10 Years Ago: June 1989 

In June 1989, the esteemed Dave Ameson, 
codesigner of Dungeons and Dragons, 
wrote a great review of 
HIDDEN AGENDA, a "Banana 
Republic" simulator. The 
gamer is "El Presidente"of a 
small developing nation trying 
to steer a course through 
various political minefields. An 
entire game could be played in 
under two hours, while providing deep levels of 
simulation. This game is stiU fun 10 years later 
and stands as a great example of how gameplay 
is more important than flashy graphics. 


5 Years Ago: June 1994 

1994 was unquestionably the year of DOOM. 
Significant advances in technology made it an 
addictive single-player expe- 
' rience. It was however, the 
multiplayer component that 
brought workflow to a stand- 
still in offices across America 
(especially ours). Five years 
later, John Romero, the most 
famous of the id team, is still 
winning awards for bis efforts: Most recently, 
Ion Storm's DOMINION got runner-up for our 
Coaster of the Year award. 

The cheap shots never stop, folks. 


Web Sites 

of the Month 


The big Web event for the CGW goons this month 
was the release of the Siar Wars Episode I trailer. 
Editorial Assistant Tom Price downloaded it, and the 
rest of us watched it over and over, until the boss 
yelled at us to get back to our desks and play TRIBES. 

Here’s what else we liked on the Web this month. 

[Web Sites of the Month, continued on page 49] 


COMPUTER GAMING WORLD »JUNE 1999 


A 



CGW DOES E3 • PIPELINE • THE GOOD. THE BAD, AND THE UGLY 


PIPELINE 

Send notices to: cgwplpeline@zd.com 

A-IO Warthog Jane's/EA 

Q3 '99 

Age of Empires II Ensemble/Microsoft 

03 '99 

Anachronox Eldos 

Q3 '99 

Babylon 5 Space Combat Sierra F/X 

Q4'99 


Q3 '99 

Beneath Activision 

03 '99 

Civil War Generals 3 Impresslons/Slerra 

Q3'99 

1 Conquest: Front. Wars Digital AnvIl/MIcrosoft Q3 '99 1 

Osikatmia Ion Storm/Eldos 

03 '99 

Dark RelgnZ ActIvMon 

Q3'99 

Daryl F. Gates' Polica Quest: SWAT 2 Sierra 

Q3'99 

Destroyer Command SSI 

Q3'99 



Diplomacy Avalon Hill/Hasbro Interactive 

Q3'99 

Drakan Psygnosis 

02 '99 

Field & Stream Trephy Bass 3D Sisrra Sports 

02 '99 

Fighting Steel SSI 

02 '99 

Flanker 2.0 SSI 

Q2 '99 

Flight Unlimited III EA 

02 '99 

avi G.O.D. 

03 <99 

Gabriel Knight 3 Sierra Studios 

02 '99 

Giants Interplay 

Q3 '99 

Heavy Metal: F.A.K.K. ^ G.O.D. 

04 '99 

Hidden and Dangerous TalonSoft/Take 2 

Q3 '99 

High Heat Baseball 2000 3D0 

02 '99 

Homewerld Sierra Studios 

02 '99 

Indiana iones/lnfemal Machine LueasArts 

03 '99 

Interstate '82 Activision 

03 '99 

Jane's F/A-18 Jane's /EA 

04 '99 

Kingpin Intenilay 

03*99 

Loose Cannon Microsoft 

04 '99 

Madden 2000 EA Sports 

qa'99 

Maximum Overkill Novalogic 

03 '99 

Max Payne 6.O.D. 

03*99 

MochWanlor III MIcroPrese 

02 '99 

Messiah Shlny/lnterplay 

03 '99 

Metal Fatigue Psvenosis 


MIG AUey Empire 

03 '99 

NASCAR Racing III Sierra SporU 

03 '99 

Noctunte O.O.D. 

Omikron Sides 

04 '99 
03 '99 

Outcast Infogrames 

Q3'99 

Panzer General 3D SSI 

Q3’99 

Planescape: Torment Interplay 

03 '99 

Point of Attack HPS SImulaUons 

02 '99 

Quake 111 Arena id Software 

03 '99 

Requiem 3DO 

01 '99 

Revenairt Eldos 

02 '99 

Ro*Volt Acclaim 

03 '99 

Seoteira Core Monolith 

Q3 '99 

Settlers HI: Quest Of TTw Amazoru Blue Byte 

Q3'99 

Seven Kingdoms II Interactive Maj^c 

03*99 

Shadow Company Interactive Magic 

Q2’99 

Shadowpact Blue Byte 

04 '99 

Shogun: Total War EA 

Q2'99 

Slave Zero Accolade 

02 '99 

Soldier of Fortune Raven/Aetivision 

03 '99 

Stailancer Digital Anvll/Mierosoft 

04 '99- 

Star Trek KUngon Academy Interplay 

03 '99 

Star Trek New Worlda Interplay 

03 '99 

Star Trek Sfit Com. Quicksilver/Interplay 

03 '99 

Star Wars Ep. 1: The Pharrtom Men. LueasArts 

02*99 

Swords & Sorcery Westwood 

Q3 '99 

System Shock 2 Looking Glass/EA 

02 '99 

Tachyon Novalogic 

04 '99 

Tanktics Interplay 

02*99 

Team Fortresa II Valve/Sierra 

04*99 

Total Annihilation: Kingdoms Cavodog 

03 '99 

Ultima Ascension Ori^n/EA 

04 '99 

Vampire: The Masipierade Activision 

04 '99 

WarCrafi 11 Platinum Blizzard 

02 '99 

Warhammer40kRttesofWarDreamforge/SSI Q3'99 1 

Warlords Prophecy SSO/SSI/Red Orb 

Q3 '99 

Werewolf ASC Games 

04 '99 

WUd, Wild West SoutiiPeak 

04 '99 

Wings of Destiny Psygnosls 

03 '99 




after World War II, INDIANA JONES AND THE 
INFERNAL MACHINE will Stay true to the spirit of 
the movies as Indy races against time and 
around the globe to thwart a group of nasty 
Russians out to rebuild an ancient device capa- 
ble of generating incredible evil. 

Jane's USAF 

From the creators of ISRAELI AIR FORCE, USAF 
will feature a new terrain engine and campaigns 
ranging from historical Vietnam missions in an 
F-1 05 Thud to future scenarios in the F-1 5C and 
F-22. It will also introduce Jane's new World War multisim multiplayer support. We're anx- 
ious to get some hands-on time in this sim, and we're also hoping to hear more news 
about the F/A-1 8 sim under development by Jane's Baltimore team. 

Panzer General 3D 

PANZER General's record as the best-selling computer wargame is in jeopardy, now that 
AXIS & ALLIES has sold more than 350,000 copies. So, the retail wars should only escalate 
when SSI ships PANZER GENERAL 3D this fall — especially since it's one of the few turn- 
based games to actually utilize Direct 3D. Aside from the typically tough SSI computer 
opponent, PANZER 3D should be more playable over the Internet than its storied predeces- 
sors, if only because SSI Online should actually function more like Battle.net than a stan- 
dard Web site. Wargaming could really use a spark, and PANZER GENERAL 3D should cause 
as big an explosion as the original did five years ago. 

Ultima Ascension 

With a significant amount of playable code ready. Origin should be rolling out ULTIMA 
ASCENSION in a big way at the show. We hope this will help answer the big question: Can 
this much-discussed RPG successfully make the shift to 3D? We think so (see page 60 in 
this issue for our exclusive sneak peek), but the masses have yet to speak. 



INDIANA JONES AND THE INFERNAL MACHINE 


THE GOOD 

• TEAM PLAY After spending years killing each other randomly (and repeatedly), 
CGW has jumped on the team-play bandwagon in a big way, thanks to the awe- 
some TRIBES and TEM FORTRESS CLASSIC, it’s been an 
uphill battle to learn how to work tr^ther; thank good- 
ness we still get to kill the other guys. Welcome to real 
role-playing. 

• STAR WARS EPISODE I RELEASE May 19, baby. Don’t 
even bother calling us that day. We won’t be here. A new 
Star Wars movie?! What a way to end the millennium! 



THE BAD 

* GDC BLOAT The Games Developers Conference is turning into a victim of its own 
success, mth lots of hype and bluster, but not a whole lot of 
content. Hey— that’s what E3 is for. And vrtiat was up wiUi 
those semirancid boxed lunches? 

• NO STAR WARS EPISODE I PRE-SALES Great Right when 
we get all excited about the movie, 20th Century Fox 
announces tliat tiiere won’t be advanced ticket sales. Don’t 
bother calling us the entire week before opening day. 



THE UGUr 

• WING COMMANDER MOVIE Yikes. Okay, so we weren’t 
expecting CmZEN KANE or STAR WARS EPISODE I anyway, 
but this steaming pile isn’t even rental-worthy. Memo to 
game designers: Stick to compirter games. 



COMPUTER GAMING WORLD - JUNE 1999 


/.cotnputer^.viiin}{.( 



CONSOLE WARS • PLAYtNG LATELY • WEB PICKS 


Conside ^A^rs: 

GGW Checks in Start Again? 



on the Other 
Half of the 
Gaming World 

T he first shots have been fired in Game 
Console War IV, with Nintendo and Sony 
answering Sega's DreamCast salvo not 
with hardware, but with psych warfare. The 
DreamCast, out now in Japan and set to ship 
in the United States before Christmas, is cer- 
tainly an impressive system. But even with its 
next-generation PowerVR graphics, it's not a 
big enough jump to have you trading in your 
PC anytime soon. 

At the Game Developers Conference in 
March, Sony showed off a number of dazzling 
PlayStation 2 demos, with real-time work- 
station-quality graphics wowing even the 
jaded developer crowd. That machine, how- 
ever, won't ship in the U.S. until the end of 
2000 — at the earliest. Meanwhile, Nintendo 

announced that a group of ex-Silicon Graphics engineers known as Art-X were developing 
a next-generation machine for that company — but Nintendo won't even make specs avail- 
able on the unit until the end of this year. 

These early announcements by Sony and Nintendo break with the companies' usual tra- 
dition of keeping things under wraps until the last minute. The companies likely want to 
deflate any excitement about the DreamCast, in hopes that the machine will die in Sega 
Saturn-like obscurity while gamers wait another year for the Sony and Nintendo machines. 

So how does all this affect PC gamers? While many have commented that prototype 
games on the PlayStation 2 blew away anything currently available on the PC, the same 
could be said in 1 993 about games for the original PlayStation. By the time the new Sony 
and Nintendo machines reach U.S. shores, PC gaming technology will likely have caught up 
or surpassed them. So look at these new systems not as technological threats, but as pre- 
views of computer gaming to come. 

The more significant effect will be the continued popularity of low-cost, high-quality 
game machines. These new units may serve to keep PC gaming in its niche, about a quarter 
the size of the console market. Although there are few console games with the depth of 
their PC cousins, the units' low price and ease of use means the mainstream will find them 
an attractive alternative to the PC market, with its higher cost of entry and cavalier "fix the 
game after it ships" attitude. — Denny Atkin 


Sega's DreamCast is getting lots of 
hype — so maybe that's why Sony and 
Nintendo are blowing lots of smoke 
about their own upcoming machines. 


a 

01 

Here’s what our readers are blowing the most 
time on. (CGW Survey! 

1. Half-Life (Havas Interactive) — 

_1_ 

PC Data Best-sellers* 

1. SlmCItv 3000 ICAI 

2. Sid Meier’s AJohaCentauri lEAl 

9 S39 

■ S41 

Ta 

2. BaMur's Gate (InlerDlaTl 

_ 

1 

3. Balduf's Gale llntemlavl 

1 S44 

, 1 

3. StarCiafl: Brood Wars IBKzzardl 

_ 

_L 

4. KaK-Life (Havas Interactive) 

5 S38 


4, Mieiit and Masie VI (New \Voifd/3DOI 

_J 

JO 

5. Cabela’s BieGeme Hunter 2 lActtvIslan) 

4 S19 

n 

S. NHL Hochev 99 lEA Snorts) 


X 

6. Deer Hunter II 3D IGT InUraclivel 

3 S19 

g 

6. Rainbow Six (Red SlonnI 

_5 

_4_ 

7. SbiCrafI: Brood Wars IHavas Interactive) 

2 S27 


7. Grim Fandaneo (LacasArtsI 

_ 


8. StaiCraR IHavas Interactive) 

6 $40 


8. Caesar III ISIerra/KavasI 

_4 

X 

9. Deer Avewer IHavas Interactive! 

11 S18 

E 

9. Ouake II lid Saftware/Activislonl 

_3 

_9_ 

ID. Microsoft Flight Simulator (Microsoft) 

8 $50 


10. Wing Cmdr Prophecy Gold [Ori^n/EA] 


1 

‘ The toe-selling games as of February 28, 1 
1 1999, calculated by PC Data (Reston. VA). | 


(Web Sites of the Month, continued from page 47.] 
First, of course, check out www.gamespot.com 
for the best gaming news, reviews, and features. 


DENNY'S PICK 
www.simhq.com 

Simulation Headquarters, 
the Blues News of flight-sim 
sites. If your hand almost 
never comes off your joystick 
(Ew! No, that's not what we 
meant. Who do you think we 
are, PC Accelerator?}, this is 
the site to check out. 



GEORGE’S PICK 
www.arcadeclassics.com 

Blasl-from-the-past 
gaming rocks! Browse the 
finest selection of classic 
coin-op arcade games and 
buy that sit-down Donkey 
Kong you've been dreaming 
about since 1986. 



JEFF'S PICK 

wivw.gamegiiides.com/guides/baidurs/ 
Desslock's massive, 
exhaustive, online guide 
to BALDUR'S GATE is the 
ideal help site for those, 
like me, who spend more 
time reloading the game 
than actually playing it. 



JOE’S PICK 
www.iiomestead.com 

This is a great, free site 
where you can build your 
own Web pages. It has an , 

easy-to-use, Java-based, I 

drag-and-drop interface, 
and designing pages is a snap. 



JOHNNY’S PICK 

www.intercom.RD/-vidarn/^sp2scen.himl 

For those who can't get 
enough of the current con- 
flict in the Balkans, check 
out the Serbian scenarios 
for STEEL PANTHERS II at 
the General's Guild site. 



ROBERTS PICK 
www.themusiiroom.coiii 

"For Dorks, by Dorks" is 
the motto of this very 
funny gaming Web site, 
modeled after The Onion, 



SCOOTER’S PICK 
www.gamespyder.com/ 

The new "Yahoo for gam- 
ing."They're still taking 
submissions, but if you 



www.cotnputergtiminB.com 


COMPUTER GAMING WORLD ■ JUNE 1999 


A 




For years, gamers on tight budgets have had to resort to buying 
their PCs from the huge, impersonal business system 
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DESIGNER PROmE • WED PICKS • WHY? WHY? WHY? • TCHOCHKE Of Tiff MONTH 






1. With BALDUR’S GATE behind you, what are you working on now? 

I wear several hats. I'm BioWare's joint-CEO and CFO (we now have about 55 employ- 
ees). 1 also am the executive producer of our animation division and co-executive 
producer of our other two video game titles, one of which is MDK2 for the DreamCast 
and PC, and the other a super-secret online project, 

2. You’re a doctor.. .so what’s the coolest operation you performed 
in medical school? 

I always found assisting neurosurgeons kind of cool; I was surprised to see 
the array of tools they use — quite a few looking like melon-ball scoops, not surprising 
considering the consistency of the human brain. I actually wanted to be a general sur- 
geon for a few years. It's kind of neat to stick your arm into someone's 
abdomen to feel their liver to rule out potential metastatic tumors. I now mainly 
practice rural emergency and family medicine. 

3. Which character in BALDUR’S GATE Is most like you? 

Daevaorn, a lOth-level mage, is my personal character from my pen-and-paper role- 
playing days — except my character was chaotic good, rather than lawful evil. 

4. Okay, my union contract obligates me to ask the standard "if 
you were stranded on a desert island” question. What games 
would you want with you? 

WIZARDRY: PROVING GROUNDS OF THE MAO OVERLORD (yup, the first one, in all of it's 
black-and-white vector graphic and text 
glory) is something I never really got out 
of my system. I've always wanted to play 
SYSTEM SHOCK again, as well as ULTIMA 
UNDERWORLD. ..QUAKE, STARCRAFT, 

WARCRAFT, HALF-LIFE (gotta love 
that sniper crossbow). Maybe 
some of the great classic strategy games 
as well— CIVILIZATION, POPULOUS, 

SIMCITY. 

5. If your team works late and 
you spring for pizza, do you 
always get Canadian bacon as a 
topping? 

Usually, at least on one. i've never 
actually understood this 
"Canadian bacon" thing you 

American blokes come up with. Is 
Canadian bacon somehow different? The 
hogs are better up here somehow? 


PROFESSIONAL BULL RIDER May 
Leave You, Er, Saddle Sore 

And DOW, in 
the Truth Is 
Stranger Than 
Fiction 
Department, 
from the press 
release for 
PROFESSIONAL 
BULL RIDER, 
the latest 
"sports" game from Sierra Sports. 

“The 2,000 pound virtual bulls are rank 
and ready to rumble. Perhaps the most 
unique feature of PROFESSIONAL BULL 
RIDER is competing in single events or 
throughout a career as the cowboy OR 
the bull. As the bull, you'll give cowboys 
the ride of their life.” 

Insert joke here. 

On second thought— maybe not. 


TchoMfke (choch’kel: slang, fmm Yiddish: a cheap, showy trinket 
j — American Heritage Coiiege Dictionary, Third Edition 

S A M 1th any luck, this month’s Tchotchke of the Month 
mJa# will be smashed Into small chunks of plastic by the 
W W time you read this. Why? Because the "Rowdy 
Rocker,” as it is called, Is an unbelievably annoying 
tamagochi-type toy that plays randomly generated heavy 
metal songs and periodically screams out rock-and-roll 
i cliches like “Alrl^tl” and “Are you ready to 
i rock?I?r' thanks to our equally annoy- 
ing managing editor, Joe Valiina, 
who ieaves the dang thing on all 
day long. 

— Manag/ng editor's note: 

Screw you, wuss rocker. 

Sabbath rulz, Duran Duran droolz. 

We don't know who sent this to 
or why, but whoever you are: IVe 


Bioware’s Dr. Ray Muzyka 


Up Close 
and 


Personal 


With the 


Good 


Doctor 


Behind 


BALDUR'S 


GATE 


want to search for Web sites dealing with a par- 
ticular game, this is a good place to start. 


TOM’S PICK 

www.classicgaming.coni/ 

Cool land extensive! emu- 
lator site with lots of ROMs, 

TC’S PICK 
httpj'/reagan.tkblack.com/Dipiomacy/ 

If you ever wondered what 
all the fuss is about, here's 
the place to start learning 
about the Diplomacy gam- 
ing phenomenon. Plenty of 
great links to other 
Diplomacy sites as well 
inote that there is no 
WWW in the URL|. 


COMPUTER GAMING WORLD - JUNE 1999 



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Let Freedom Reign 



F ollow in the footsteps of Scottish hero, William 
Wallace, as you unite clans, overcome the mi^ht of 
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generations of Scots. 

Ilased on the award-winning motion picture starring Mel 
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In this historically accurate epic, there are no consolation 
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❖ Allows individual control of on-screen warriors going far 
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turn-based, build an empire world. 

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Destroying your enemies 


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YOUR BEST SOURCE FOR THE HOTTEST GAMES IN DEVELOPMENT 


For the Ninth Time, Origin Rewrites the Role-playing Book 


Ultima Ascen 


by George Jones 

U LTIMA ASCENSION begins with a 
joit — iiteraily. One evening, the 
Avatar (the virtuous hero who 
has saved Brittania at ieast eight 
times prior to now) dreams of a towering 
column of fiery stone rising from the earth, 
kiiling an oid farmer in the process. 

Knowing that this is a sure sign something 
is wrong in his alternate reality, he rises 
from his bed. And the game begins. 

You don't fiddie with menus or waste 
time with text-filied screens. After you install 
the game and witness your dream, you get 
right out of bed, put on your clothes, amble 
out of your bedroom, and jump into the 
heart of ULTIMA 
ascension's gaming 
environment. 


most everything in it actually works, from 
the alarm clock to the big-screen TV to the 
light switches. There's even a bread maker in 
the kitchen and a grill in the backyard that 
you can use to make steaks. 

The backyard also functions as a training 
ground of sorts that allows you to practice 
combat skills, maneuvering skills, and yes — 
jumping skills. Settle down, ULTIMA VIII 
veterans; jumping is not a frustrating experi- 
ence this time around. Instead of needing 
impossibly dexterous arcade-style reflexes, 
you jump onto rocks and over rivers in this 
game simply by moving your mouse to the 
spot you want to jump to and then clicking 
the mouse button. Combat is also a snap; 
you maneuver the Avatar around with the 


The Earth 
Moves 

The popularity of 
the ULTIMA series 
comes from the 
unique blend of a 
highly developed 
universe, a well-paced 
plotline, and an unpar- 
alleled moral complex- 
ity that doesn't 
emphasize brutality. 

For the firet time, how- 
ever, ULTIMA 

ASCENSION is set in a 

3D environment with an over-the-shoulder 
perspective. Before you worry that 
ASCENSION is some TOMB RAIDER action/ 
adventure clone, however, ask yourself this: 
When was tite last time Lara Croft had to 
save the world from eight pillars that are 
slicing her world apart like an orange, all 
while making sure she walks the proper 
moral path? 

Also, interactive is more than just a buzz- 
word in this game. As you move around the 



3D FIT FOR A KING Don't let the smooth 3D fool you — ULTIMA 
ASCENSION is anything but an action/adventure game. 


mouse or keyboard and press the appropri- 
ate key to attack, And the spellcasting is 
easier than ever, Once you discover a spell, 
you can easily incorporate it into your spell 
book by mixing the appropriate reagents for 
it a single time. 


house after you wake up, you'll find that 


Uttima Ascension 


GENRE: Role-Playing RELEASE DATE: Q4 '99 
DEVELOPER: Richard Garriott/Origin ' ■ 
PUBLISHER: Electronic Arts 


A Radical Departure? 

ASCENSION features the traditional ele- 
ments that made the ULTIMA series famous. 
Character creation, for example, still occurs 
with the help of a gypsy fortuneteller, 
whom you'll find in the park behind your 
house. You answer a series of moral ques- 
tions (You encounter a beggar. Do you give 
him food or do you just walk on by?) to 
determine your game character's attributes 
and moral standing. 


GREAT BALLS OF FIRE Casting spells is 
easier than ever, but ULTIMA purists will 
still be able to mix up unique magic 
using reagents. 


in what some may view as a move to 
attract the mainstream masses, the design- 
ers are simplifying some of the more stat- 
oriented aspects of traditional role-playing 
games. Instead of tracking scores in 4,835 
different attributes and skill sets, this 
ULTIMA is a bit more intuitive: Numbers have 
been turned into descriptions with tangible 
benefits. As you gain experience, for exam- 
ple, you may find yourself becoming a jour- 
neyman and gaining an extra attack type. 


It's the End of the World 

Everything has gone screwy in Brittania. 
This once virtuous land has done a moral 
about-face. After completing the game's 
opening puzzles, we entered Britain, the 
capital city, and approached a flock of 
citizens listening to the mayor speak. After 
pushing our way to the front of the 
crowd— and being scolded by an older 
woman for kicking dust on her in the 
process— we were taken aback to hear the 
mayor praising himself for moving the 
homeless out of Britain and over to the 
swampy city of Paws, Britain, renowned city 
of compassion, ousting the unfortunate? 
There's something wrong here. 

Such chaos is brought to you courtesy of 
the Guardian, an evil presence with whom 
the Avatar has clashed in two previous 
ULTIMAS. Worse, the fiery pillar you dreamed 
about is only one of eight each of which is 
being pulled through the earth by the gravi- 
ty of the moon. The pillars are pulling the 
moon out of orbit and into a collision path 
with Brittania. Complicating matters even 
more, each of the pillars is associated with 


.COMPUTER GAMING WORLD « JUNE 1999 


I'-Computergaming-com 







OPEN WIDE AND SAY "AH" As usual, dungeon-aawling is hazardous to your health; 
thankfully, ASCENSION'S one-touch hot-keys can help keep you prepared. 


COMPUTER GAMING WORLD ‘JUNE 1999 , 61 . 


www.computergaming.coni 


better come up with a 
solution that will not 
just patch up Brittania's 
problems, but teach the 
folks there how to help 
themselves. 

Contrary to anything 
you may have heard, 
ULTIMA ASCENSION Is 
alive and very well, 
thanks to some stellar 
3D graphics, evolution- 
ary gameplay elements 
and — finally — the kind 
of living, breathing 
story-telling environ- 
ment gaming has des- 
perately needed. Q3I7 


one of Brittania’s eight virtues, explaining why 
the people of Brittania have become so damn 
selfish. Your task, in a nutshell, is to get to the 
bottom of the nature of the land's moral 
about-face and permanently fix it. You'll travel 
the lengths of ASCENSION'S gorgeously ren- 
dered world to do so. 

Alive and Living 

Brittania's living, breathing environment 
features lush terrain types that make wan- 
dering through the gameworld much like 
moving across North America in accelerated 
time, Flat plains, hilly forests, and even 
snow-capped mountains are all a part of the 
landscape, and you'll even witness varying 
weather patterns in different regions. We 
saw an evening lightning storm (day 
becomes night in about two hours of real- 
time) in the mountains that left us convinced 
that outdoor environments are the best way 
to showcase a 3D engine. 

As you move about the land, you'll 
encounter all manner of Al creatures and char- 
acters. You'll even find a love interest. ..of 
sorts. At one point during our play session, we 
were wandering through a hilly part of the 
world, when a thief startled us by sprinting 
out of the trees at us in an attempt to knock 
us out. And once you get into the dungeons, 
well., .let's just say that the underground 
monsters are a bit larger down there. 

Conversations unfold naturally. To speak to 
someone, you approach them and, if they 
don't try to knock your head off, you start 


chatting. When you have specific questions, 
you select from a conversation menu. 


The End of an Era? 

It's entirely appropriate that ASCENSION will 
be released at the end of the millennium, 
given its grand scale and creator Richard 
Garriott's intentions of tying up all the loose 
ends that eight previous ULTIMA games have 
created. In ULTIMAS past, the Avatar has bailed 
Brittania out of whatever mess the country is 
in. But this time around will be different. 

As you make the transition between our 
world and Brittania, you're told that this will 
be your last adventure there. What does this 
mean? Richard Gam'ott most definitely isn't 
telling {and neither are we). As ASCENSION 
unfolds, however, you will start to piece 
together answers regarding the very nature of 
the Avatar, his relation to Brittania, the signifi- 
cance of the eight virtues and three principles, 
and the meaning of the various events over 
his previous eight adventures. If this is his last 
adventure, our hero had 


Fight Fans. Fear Not 


A scension will have plenty o' 
real-time 3D combat WhUe in 
combat mode, you'll use the 
mouse to orient yourself, the key- 
board to move left and right and a 
single key to execute an attack. At 
first, you'll only have a single move; 
as you grow more experienced, you'll 
add three other possible moves that 
can be accessed by holding down the 
Ctrl or Alt keys whUe pressing the 
attack button. One nice touch: Each 
weapon has its own repertoire of 
moves. With an axe your options may 
be chop/golf-swing/roxmdhouse/ 
uppercut, but with a staff you'll be 
able to poke/sweep/vault-kick/spin. 
Wannabe Evander Holyfields can also 
resort to fisticufiis. 

Ranged combat is just as easy. 
Simply line up your target by moving 
the targeting reticle onto it. If the 
cursor is yeUow, you can fire away 
and be assured of striking the mark. 
If the cross-hairs are red, you'll have 
to aim a little higher to compensate 
for the distance. 

One area where ascension won't 
deviate too much from the RPG norm 
is in the weaponry category. In addi- 
tion to run-of-the-mill swords, axes, 
and bows, you'll Edso be able to get 
your hands on magical weapons. 
Flaming swords, magical bows that 
do extra damage, and eiU sorts of 
unique weaponry lie in wait for the 
avid aventurer. 

Finally, borrowing a page from 
DIABLO, the game interface fea- 
tures 12 bandy, combat-friendly 
hot-keys that you can assign 
weapons, spells, or any items to. 
Perfect when you need to summon 
a quick lightning storm or your 
trusty two-handed sword. 


M E A K P R E V I E W S 



Blood of the Sacred, Blood of the Damned 


Gabriel 
Knight 3 



ONE SCREEN FOR ALL MANKIND GK3 gives 
you a full>saeeii perspective with a free- 
flying camera view, a pop-up command 
toolbar, and occasional cinematic cut- 
scenes within the 3D engine. 


by Johnny Wilson 

T he Jacobites 
might have 
thought a bit 
differently of 
Bonnie Prince Charlie 
if they had known the 
mystery underlying 
GABRIEL KNIGHT 3: 
BLOOD OF THE SACRED, 
BLOOD OF THE DAMNED 
(GIG). Designer Jane 
Jensen is no longer 
content with drawirrg 
us into mysteries that 
are tied into voodoo 
and werewolves. Now, 
she is deftly pulling 
together the rumors 
and conjecture, the 
theories and the 
shocking speculation 
that surround the most 
mesmerizing conspiracy 
of all time: the Holy Grail, 
GK3 has everything: a kid- 
napping, a treasure, a cover-up, 
a secret society, a reunion, and 
some of Jensen's classic use of the 
supernatural. Gabriel, our hero, is still the lugubri- 
ous, drawling bookstore owner and novelist by 
chance, who has inherited the title of schatten- 
jager—a shadow-hunter of the supernatural. He is 
still assisted and occasionally accompanied by 
Grace Nakimura, and he also runs into his old pal 
Mosely, Plus, there's a new supernatural adversary: 
the night visitors, Jensen's fresh take on vampires. 


GENRE; Adventure 
RELEASE DATE: Q2 '99 
DEVELOPER; Jane Jensen 
PUBLISHER: Sierra 


A COMPUTER GAMING WORLD - JUNE 1999 


Like its predecessors, GK3 features terrific puz- 
zles and an extremely well written story. It differs 
mainly in that you don’t have die graphic novel 
effect of the first game (although there is a graph- 
ic novel introduction to the game) or the interac- 
tive video experience of the second. Now, the 
entire environment is 3D, and gameplay is friend- 
lier as a result. You no longer have to walk Gabriel 
all over the screen in order to get him into posi- 
tion to see something. You can fly the camera 
independently; then, when you're ready, you dick 
on the floor or on an object and Gabe immediate- 
ly walks into the picture from off-camera. We also 
like the fact that the cursor lights up whenever it 
crosses a hot spot, thus doing away with those 
annoying "hunt the pixel" puzzles. Another 
improvement is that there is no onscreen toolbar 
unless you decide to call it up by right-clicking 
your mouse. This gives you a full-screen perspec- 
tive at all times with a pop-up interface only 
when you really need it. 

In addition to using a pop-up toolbar, the inter- 
face also has the capacity to grow. Want to talk to 
the innkeeper? Icons show up for each topic, rem- 
iniscent of the interface in another Holy Grail 
game, CIRCLE OF BLOOD. Want to attach an item 
to a verb for regular use? You handle everything 
with an easy dick. The new 3D engine and 
improved interface make everything about GK3 
easier, except the puzzles themselves. 

Another major difference here is that instead of 
being divided into chapters (as in the first two 
games) GKS is divided into days with several time 
blocks within each day. Each time block has sever- 
al "must do" actions before you can advance to 
the next time block— and each time block has 
enough optional actions that it's highly unlikely 
that you'll be able to do them all in your first play- 
ing of the game. 

Glastonbury Heir 

The story itself begins with an invitation for 
Gabriel and Grace to meet an heir to the Scottish 
throne. Grace believes that this is because of 
Gabe's position as heir to the venerable Ritter 
heritage. Naturally, because of Gabe's heritage, 
the schattenjager\rad\t\on comes into play. The 
principal characters meet in Paris and, after a sin- 
ister series of events, a chase sequence takes 
Gabriel to the south of France. There, in Rennes- 
le-Chateau, a small village in the Languedoc 
region, the mystery begins to be decoded. 

Languedoc is a province noted for heresy, 



TOPICAL FRUIT Conversations through- 
out the game are driven by icons that 
reflect dynamically the topics that 
Gabriel has uncovered during the course 
of his investigation. 


www.compufergaming.com 









BANNER EAR Gabriel hides behind a banner in order to eavesdrop on a key conversa* 
tion. Ambient audio adds depth to GK3. but important audio dues are doseoptioned. 



ALTAR EGO As in the "virtual museum" sections of the 
first two Gabriel Knight games, you'll be able to scru* 
tinize items of interest— such as this altar piece in 
Rennes-le-Chateau— at your leisure. 


inscriptions are presented in 
a 3D virtual museum in 
which you can fly the cam- 
era and examine anything. 

Of course, purists may 
not like Jensen's addition of 
a hotel to the mysterious 
village and her use of a 
museum dedicated to 
Saunlere as a handy source 
of clues. Just remember, 
poetic license has been 
around at least since the 
time of Homer, and the use 
of a fictional hotel and a 
museum speeds up the pace 
considerably over having to 
travel around the country- 
side for clues. 


witchcraft, and a m^terious treasure trove, 
reputed to include the Holy Grail— the chal- 
ice that Jesus used to serve the wine during 
the Last Supper and into which Joseph of 
Arimathea collected the blood of Christ while 
he was on the cross. 

While those of Celtic descent would heed 
the Grail legends surrounding Glastonbury, 
Rennes-ie-Chateau is a worthy rival with sig- 
nificantly more mysteries surrounding it. 

It is a place where Mary Magdalene Is 
more revered than the Madonna herself. It 
is the birthplace of the Cathars and the 
Priory of Sion. It is a mysterious place held 
holy since ancient times: a place where the 
mountainous geography is strangely sym- 
metrical, forming a virtual pentacle of 
peaks for sacred bonfires and ritual obser- 
vation. It is a locale where many believe 
that Egypt's Isis cult flourished in the days 
before the region's conversion to 
Christianity under Clovis I (circa AD 496, 
prior to his AD 507 victory over the 
Visigoths), it is the ancestral homeland of 
the Merovingian lineage, the long-haired 
and reputed magical kings of the land that 
would eventually become France. In short, 
a perfect place for a mystery. 

The game re-creates the church at 
Rennes-le-Chateau with exacting detail, 
much the way GK2 did Mad Ludwig's cas- 
tle. The strange devil holding up the holy 
water fount, the statue of Mary Magdalene 
with a skull at her feet, the extremely 
unusual Stations of the Cross, and bizarre 


Digital Divination 

Fortunately for Grace and Gabriel, they are 
not on dteir own in figuring out this mystery. 
Since some of the mystery has to do with 
strange geometrical clues in paintings and nat- 
ural landscapes, they are assisted by SIDNEY, a 
computer interface. SIDNEY will not only assist 
In following up on basic clues, but will also 
provide a rich, searchable database on 
Egyptian mythology and the ties to Isis and 
Osiris that you are likely to uncover in the 
search for the treasure. 

Certain items have to be "scanned" into 
SIDNEY in order to solve the mystery. Indeed, 
you \MII have to superimpose geometrical 
shapes over these images in order to reach the 
proper conclusion. Naturally, this is no problem 
for gamers who are familiar with the literature 
concerning Rennes-le-Chateau. Books such as 
Henry Lincoln's The Holy Place and David 
Woods' Genesis feature diagrams superim- 
posed over topographical maps all the time. 
Both researchers note that there is both a pen- 
tagon and a hexagon construction that overlay 
the geographical area. 

For those who are into the mystery, placing 
points and shapes on a map has a real ring of 
truth. For others, this will still be an intriguing 
puzzle, since it hinges on one other vexing ele- 
ment. Jensen has taken a poem called "Le 
Serpent Rouge" and built a series of riddles 
around the wordplay in the verses. If you can 
figure out the secondary meanings and 
obscure references, then you'll have no trouble 
solving the geometrical puzzles. 


www.compulergaming-com 



Once out in the countryside, you'll face a 
timing puzzle or two. Think of it as basic sur- 
veillance. Indeed, you'll occasionally have to 
direct Gabriel to hide and observe in order to 
get the clues and answers you'll need to get to 
the endgame. This section has a very different 
look to it; but in effect the overview map 
recalls the New Orleans map in the first game 
and the U-bahn map in the second. 

All of this sleuthing serves as preliminary to 
the scenes in the underground temple, how- 
ever. The temple contains puzzles based on 
paradoxes, chessboards, and more. Think of 
the motif as a mixture of Egyptian mythology, 
alchemical symbolism, and Gnostic philosophy. 
Nothing is what it appears. Considering the 
Arian and Catharite heresies that 
flourished in the Languedoc 
region, the mixture is perfect for 
the mystery. 

With all of the conspira 
cy, heresy, treasure, and 
crime abounding in 
GABRIEL KNIGHT 3: 

OF THE SACRED, BLOOD OF 
THE DAMNED, you could almost 
assume that the supernatural ele- 
ments so prevalent in the first two 
games would be missing. You 
would be wrong. Jensen has 
weaved a vampire plot into the 
game (isn't this logical, given the 
emphasis on blood in the Grail 
legends?), and you're not likely 
to forget the antagonist in the 
final showdown. There is 
an intriguing supernatural 
connection to the kidnapped 
baby that initiates the 
action. 

As with the previous 
games, GK3 won't fright- 
en you with gore and 
nightmarish creatures, 
but it will mess with 
your mind, in any 
game in which Jesus, 
conspiracy, magic, and 
vampires intermingle, 
you'd expect to be more 
than a little disconcerted. 

As well-crafted as any 
of its ancestors and, if 
anything, even better 
written, GABRIEL 
KNIGHT 3: BLOOD OF 
THE SACRED, BLOOD 
OF THE DAMNED 
seems destined 
for controversy, 
if not preter- 
natural 
success . 




, fils IjEgEnds fOEEtDld, EDir has tEtTOEd,|D ithE land. 
v^ :da,rlutidE .of dEatli and.dEstEiiEtoi^tl^jEtSing ouee 
U to pjip-poacEful EEalnii. tn’riiing,- brot|id]Binst brsthEr, 
ElaniagSinst .clan. giimman uourtoiro^and raisE 
uour sttilnd jov a fight,#%:.rt|itth .apro^t a dEinontc 
monstEE uijio fEEd^b-girhatEEdfdnd dEspaiE. 


Battle as one dnour uni’gue characters. 

Conquer malicibd'S hordes and mythical 
beasts throughtltundreds of miles of 
dangec,oai^lahd|:,*'-;f ' ■ ' 

■ biihrSyfdf 'dholes, interact 
MdrjiEiry,characters. 

Sp to d players oyer 


'BT Meraethe 
Softwara 


Strategy First 

www.stralegyfirsl.com " 


PC CD-ROM 


www.gtinleracJive.com 


©1999 Slmtegy Riet Ino. All tighls roscofed, CInns is a trndomnrk of Slmiegy Fitsl. All figtits reserved. All oilier Iradomailis and copyrighls are Ihe propodles ol llioir lospoelivQ ■ 


' Sollwnre. 



Dreamforge Takes PANZER GENERAL Into Eldar Space— With Attitude 


Warhammer 
40,000: Rites 
of War 




by Samuel Baker II 

G ames Workshop's Warhammer 40,000 (affectionately known sim- 
ply as 40K) has for many years offered a dark, compelling, and 
competitive science-fiction universe for board and miniatures 
enthusiasts. PC games based on this universe have yet to fully cap- 
ture the flavor — or the sales numbers — of the original. Part of the reason for 
this has been a failure to re-create the stunning, if sometimes bizarre, graphics 
of the tabletop game. 

WARHAMMER 40,000: RITES OF WAR (RITES) suffers from no such handicap. 
The graphics are delightful: Each unit has its own idle, attack, and death ani- 
mations. The effects of weapon fire are appropriately depicted; troops with 
heavy flamers, for instance, graphically roast their targets. 

But there's more to RITES than just pretty explosions. The game deals in 
detail with the trials and constant battles of the Eldar — essentially space elves 
with attitude — a once-great race now wandering space in huge starships. As 
a lord of the Eldar, you are tasked with recovering a number of artifacts 
thought to exist on the fringes of the former Eldar Empire. 

RITES steers you through three story arcs of eight scenarios each, featuring 
more than 30 different Eldar, 20 Tyranld, and 20 Imperial units that include 
Eldar Avatars, Tyranid Hive Tyrants. Imperial Terminators, and Blood 
Angels Space Marines. In addition to the full campaign, there are five 
multiplayer scenarios and seven for solo play. The single-player scenarios are 
split into minicampaigns for the Imperial and Eldar forces. The game comes 
with a complete scenario/ 
campaign editor that 
allows full editing of objec- 
tives and scripts. If you really 
want to play the Tyranid 
(think AliensWAh technology), 
you can roll your own cam- 
paign once you tire of the 
canned missions. Any side is 
available for multiplayer games 

WARHAMMER 
Genera! 

RITES uses 
a simplified ver- 
sion of SSI's classic 
PANZER GENERAL 
engine, with each 
unit rated for life, 
armor, melee, lead- 
ership, ranged- 
attack strength, ini- 
tiative, range, spot- 
ting, and movement. 


GENRE: Strategy/Wargame RELEASE DATE: Q2 '99 
DEVELOPER: Oteamfoige PUBLISHER: SSI/Mattel 


you proceed through the campaign, your units' abilities develop, 
adding a nice RPG element. Units don't lose experience when 
taking on replacement points — which should lead to looser, 
more risk-taking play. Units may also be held in barracks 
until needed. 

According to producer Sam Clifford, SSI chose the stan- 
dard-size Warhammer 40K army sets rather than the Epic 
scale used in FINAL LIBERATION (SSI's most recent PC 
Warhammei) to make the game more personal. In RITES, the 
four arms types — air, infantry, armor, and artillery — all seem 
to be well integrated into the design. Eldar infentry, for exam- 
ple, can become increasingly specialized, with many different 
paths of advancement that aren't open to vehicles, As comman- 
der, you choose the aspect of the particular Eldar god you want 
your infantry to emulate, giving your troops greater power in one 
area but less in others. 

You’ll buy units and upgrades by expending glory points, which 
work much the way prestige does in PANZER GENERAL, except that 
RITES is more forgiving. If a unit is completely eliminated, its expe- 
rience is lost, but the points expended on it are returned so that 
you may recover from defeat without hitting the reload button. 

Even in this early version, the computer opponent does a credible 
job on the battlefield. Once contact is made, enemy units advance 
quickly to pick out and engage targets, Units don't always fight to the 
death, but engagements are typically Warhammer-b\ood^, and every 
turn usually involves the elimination of some units, even in the 
smaller battles. 

Given the talent that's involved here, this seemingly 
bizarre marriage of the popular PANZER GENERAL system 
and the quirky Warhammer 40K universe could create the 
mass-market hit that Games Workshop fans have been 
looking for. Better yet, the game should be enjoyable even 
for those who don't k now the difference between a Tyranid 
and an Ore — or a Zerg. E3!3 







CISI5tfel. 

<ISI8!I ef &xt. 

01 WJ, 


uiuitti.inicrnsoft.cDin/^ames/ajc2 


/n^ iGamlne 

ZONE 


Microsoft 




Diplomacy 


Hasbro Unveils the Crown Jewel of Multiplay Manipulation 


by Johnny Wilson 

T he Kennedy clan played it 
in the White House. It 
was Henry Kissinger's 
favorite game. 

Generations of college students 
played it in their dormitory 
lounges. Hundreds of fanzines 
have carried the results of play- 
by-mail games using its system 
and hundreds of variants. In fact, 
it has been played by email since 
the days of Dow Jones' Source and 
CompuServe. Russell Sipe, founder 
of C6W. began the earliest games 
on both information services. 

The game, of course, is 
Diplomaq'. Its popularity is due to 
the fact that there is no luck 
involved. There are no random die 
roils, no spinners, no 
"get coprophagic 
and die" cards, and 
no random-effect 
charts. You get what 
you play for. It is a 
social game in which 
you must negotiate, 
compromise, and 
improvise, as well as 
strategize, in order 
to win. If you can 
manipulate your 
opponents and do unto them before they 
can do unto you, you win. If not, you can 
get even with them in the next game. 

Remembrances 
of Games Past 

The boardgame is set in pre-World War 
I Europe. Each of seven players represents 
the head of a country {England, France, 
Germany, Russia, Austria-Hungary, Italy, 
and Turkey) during a negotiation phase, 
order-writing phase, and execution/resoiu- 
tion phase. In other words, you try to get 
your friends to do what you want them to 
do. Then everyone writes down what they 
are acTua//y going to do in secret. Next, 
the moves are read and the referee deter- 
mines what happens from the orders, 
including resolution of any conflict, Each 
country tries to capture as many resource 
centers as possible, in order to build 
enough armies and fleets to ensure that 
the player's motherland becomes the last 
country standing. 

It's always hard to get seven people 
together at the same time for several hours 
of gamepiay — no matter how social the 
game. For that reason, a p!ay-by-mail 
approach to D/p/omacy has long been a 



GENRE: Strategy RELEASE DATE' Q3 '99 
DEVELOPER: Meyer-Glass Interactive 
PUBLISHER: Hasbro Interactive 


popular option, as has a play-by-emaii ver- 
sion. The downside of these games by mail 
is that they often take more than a year to 
complete. What about the person who 
wants to play Diplomacy now! 

World War Fun 

The original C-64 and PC versions of 
DIPLOMACY were failures due to poor 
computer opponents and poor graphics. 
It was impossible in these computer 


games to see what you could easi- 
ly see in a face-to-face boardgame: 
Who was negotiating with whom. 
And if you could get friends over to 
hotseat the game in front of the 
computer, you were better off play- 
ing the boardgame. 

In this game, we finally have a 
playable computer version of 
DIPLOMACY. It features an elaborate 
iconic interface that enables you to 
negotiate alliances, nonaggression 
pacts, and detailed plans for lending 
support with other countries. In the 
version that we played, it was still 
impossible to spell out some of the 
complex quid pro quo terms that 
you'd be likely to hammer out in a 
human game, but the good news is 
that you can make simple deals 
with the artificial heads of state. 

Even better news 
is that finally you 
can play the multi- 
player game on the 
Internet with all- 
human leaders or 
with a mixture of 
human and artificial 
heads of state — so 
you don't have to 
round up exactly six 
of your buddies for 
the best possible 
seven-player game. Better yet, you don't 
need to have one of the players act as ref- 
eree anymore, and you don't have to 
worry about other players changing the 
orders of their allies as they read them (an 
old canard in the face-to-face games). The 
program adjudicates each move, and the 
orders must be saved before you gel to 
the resolution phase. 

The bad news is that no artificial head 
of state can be as sneaky or conniving as 
a human oppo- 
nent. Further, the 
computer game 
doesn't permit you 
the joy of concoct- 
ing propaganda, as 
do the face-to-face 
or play-by-mail 
and email games. 
Still, even though 
it's unfinished, this 
version of 
DIPLOMACY looks 
like it could make 
you a Kennedy ora 
Kissinger (if you 
pardon the 
anachronism). Rest 
assured that CGW 
supports Hasbro's 
latest assault 
on the retail 
channel, 



NO ALPHABETICAL ORDER In play-by-mail and play-by-email 
games, the order phase consisted of alphabet-soup directions 
(F-ANK, and so forth). Here, you use the map and tiie iconic 
interface to input orders. 


.COMPUTER GAMING WORLD - JUNE 1999 


i/.computefgaminK.t 










#• 









mors info go to www, interotay.com/kp-loc.fitml 


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KINBPIN: Life of Crime: ©1939 Xatrix Entertainment, Inc. Ali rights reserved. This product contains software technology licensed from Id Software, Inc. (“Id Technology’’). Id Technology 
@1996, 1997, 1998 Id Software, Inc. All Rights Reserved. Kingpin, Kingpin: Life of Crime, Interplay, the Interplay logo, and “By Gamers For Gamers.’’ are trademarks of Interplay 
Productions. Xatrix and the Xatrix logo are trademarks of Xatrix Entertainment. Inc. All rights reserved. 

Go to #299 @ www.computergaming.com/lnfolink 








The ability to jettison parts is crucial to 
METAL fatigue's Strategy. Several weapons, 
mostly energy swords and power saws, are built 
to be amputating instalments: Equipping a 
combot with one of them introduces the possi- 
bility of severing an enemy's aan. Should you 
do that you can simply drop your old arm, snap 
the enemy's arm on, and, presto!, you've got a 
whole new combot. Even better, you can then 
take the new arm back to your base to research 
it so that your forces will be able to produce it 
themselves. Besides letting gamers expand their 
faction's technology base beyond the 20 or so 
technologies they start with, it forces gamers to 
fight for upgrades instead of sitting back, min- 
ing resources, researching, and building up for a 
humdrum game-ending rush. It's a great design 
element that should ensure almost constant 
engagement and action. 

METAL FATIGUE is definitely a title to wat ch 
out for when it ships later this year. 


HACKING AND SLASHING A Rimtech combot winds 
up then chops off the arm of an enemy Milagro 
unit Researching such lopped-off limbs wili 
encourage and reward gamers for engaging the 
enemy instead of buiiding up for dull rushes. 


W ho doesn’t love a shiny 
new butt-kicking giant 
robot armed with missile- 
launching legs and a 
viciously humming energy sword? 
Thundering behemoths with an insa- 
tiable appetite for destruction are one 
of the cornerstones of our nation, our 
judicial system, our very way of life. Oh, 
and computer games; there are lots of 
them in computer games, too. But 
gamers with a thirst for enormous- 
robot mayhem have generally had to 
limit themselves to just one ambulatory 
skyscraper when gaming. That will 
change with the fall release of METAL 
FATIGUE, a real-time strategy title that 
lets you build, command, and design 
armies of IS-story bipedal warriors 
called combots in a fight to control 
mysterious alien technology. 


A House Divided, A World 
Divided Too 

Sent as part of an investigating force to a 
distant planet, three brothers help defeat a 
drone robot at an ancient alien complex. In pos- 
session of a powerful new alien weapon, the 
brothers argue and eventually splinter off and 
become guiding forces of three separate 
CorpoNations. All of this is revealed in an 
anime-flavored cut-scene that sets up the 
premise of the game. Gamers will play through 
METAL FATIGUE as each of the brothers, thus 
getting the opportunity to wield the unique 
weaponry and technology of each faction. 

While most combat will be ground-based, 
there will be two additional theatres of war; 
subterranean and orbital. Even though the build 
that I played was pre-alpha, the sense of scope 
and challenge in the game is pretty much 
unmatched in 
gaming today: 

Gamers will 
have to be able 
to launch base 
assaults on 
terra firma 
while drilling 
underground 
invasion tunnels 
to an enemy 
base while 
enduring a 
withering bar- 
rage of bomb- 
ing from orbit- 
ing enemy platforms. Yikes. 

Though every unit will be able to fight on the 
ground, only flying units (including flying com- 
bots) will be able to access the orbiting theatre 
of war, and only tanks and the like will be able 
to move in the cramped confines of the under- 
ground theatre. To get to and from the subter- 
ranean tunnels, you'll have to send your vehi- 
cles down via elevators. Elevators can be built 
from underground— perfect for launching an 
attack smack in the center of an enemy base. 
But be warned: Elevators are neutral structures 
that can be used by anyone, including enemies. 


Even in its early stages, the Interface is up to 
handling the task at hand, allowing you to 
monitor all three maps onscreen at once and 
jump to a hotspot anywhere in the world with a 
single mouse click. Once you arrive in a war 
zone, you view the action via a mouse-driven 
multimetric camera simitar to that of MYTH (the 
camera can be whipped above for a more tradi- 
tional, top-down view). Unit 
commands are accomplished 
via standard RTS mouse and 
hot-key combinations. 


Build the Ultimate 
Killing Machine 

METAL FATIGUE'S unit mix 
will include familiar fare, such 
as tanks and jets, but the real 
focus (and the key to winning) 
will be on the combots. These 
earth-shaking warriors will 
have technology unique to 
each CorpoNation; one race 
will rely on stealth and cloaking 
technology, while another will just have great 
big guns that shoot great big bullets. 

Each combot is made of four distinct body 
parts: right arm, left arm, torso, and a set of 
legs, Combots are built individually by selecting 
components and then combining them to 
create a working unit. For example, you could 
construct a combot with missile-firing legs, a 
cloaking torso, a chain-gun arm, and an arm 
with a power shield. The mix-and-match nature 
of combot construction means that you can 
adjust your combot design— and therefore your 
strategy — more or less on the fly. 


www.computerg.iming.com 


COMPUTER GAMING WORLD »rUNE 1999 


A 






AND UNLESS YOU REACH THE FINAL BATTLE, IT WILL STAY THAT WAY. 


rMN. . 


A rival family imposes peril on the 
future of your livelihood. The evil 
Empire’s presence is looming. 
Your only hope for survival is to 
join the Rebel Alliance'" in epic 
Star Wars conflicts. As full-scale galactic battles begin, you will 
be called upon to command Rebel starfighters, including X-wings 
and other new spacecraft. You and up to seven other Rebel 


ruiinB' 

'AiLinncE; 


players will clash with Imperial fighters in spectacular 3D 
missions. Finally, if you’re worthy, you will find yourself in the 
cockpit of the legendary Millennium Falcon, flying against 
the massive Imperial fleet in the climactic 
Battle of Endor. Ultimately, it will be your 
agility, resolve and combat skills in these 
maneuvers that will determine your destiny. | 

Not to mention, the fate of the entire galaxy. 



(OLucasfiliTt Ltd & TM. All rights reserved. Used under authorization. 


www.lucasarts.com/products/aHiance •www.starvvars.com 



by Robert Coffey 

S porting a brand new MLB license, a 
3D engine, and improvements in 
almost every facet of the game, HIGH 
HEAT BASEBALL 2000 (HH2K) is the 
baseball title to watch this year. HH2K could be 
the first sports game in years to give the EA 
Sports dynasty a real run for the money. 

Building a Contender 

The design team has made a real effort to 
address last year's shortcomings, and it 
appears to be paying off. The horribly ani- 
mated 2D players of last season have been 
traded for a roster full of 3D polygonal play- 
ers. The animations are much more lifelike, 
with believable swings and relief pitchers 
who drop down and sidearm the ball. 
Incidental animations such as pitchers 
throwing up their arms in frustration at a 
bad call or batters who stumble across the 
plate after lurching out of the way of an 
inside fastball give the game a real major- 
league feel. Once Team .366 smoothes out 
the somewhat jarring transitional player 
animations present in the pre-beta version 
we played, HH2K could be as good looking 
as TRIPLE PLAY. 

3DO has wisely shelled out the bucks for a 
MLB license, so that gamers will finally be 
able to piay with the big boys. A draft has 
been added and players will have the ability 
to piay seasons of 16, 81, or 162 games. 
Regrettably, there currently are no plans to let 
you create custom leagues. Why, with the 
wild popularity of rotisserie leagues, design- 
ers continue to downplay the appeal of a cus- 
tom league utility is beyond me, but, hey, I'm 
just an enormous fan who knows at least 
eight other guys that would love play in a 



High Heat 
Baseball 2000 


Last Year's Promising Rookie Couid Be This Year's Aii-Star 



© 

1 -! 




custom league. Still, should you decide to run 
a league with your buddies, HH2K should 
support hotseat, LAN, and Internet play. 

Franchise Player 

The best news is that the gameplay looks to 
be even better than last year, (which, despite its 
flaws, played more like real baseball than any 
other game). Managerial options have been 
expanded, letting wannabe dugout geniuses 
guard the lines or set up for the double play, 
and a real bullpen has 
been implemented so 
you'll actually have to 
manage your pitchers. 
Anyone who played the 
first game will also be 
glad to hear that game 
speed is now 
adjustable, letting 
you keep CPU-con- 
trolled pitchers from 


quick pitching you into oblivion. 

The statistical model has been beefed up, 
keeping track of split stats as well as rating 
every player in various batting, fielding, and 
pitching abilities. If the game's stat engine 
works as promised, gamers should see the real- 
istic ebb and flow of major league baseball over 
the course of a season, as unhittable pitchers 
suffer through occasional rocky starts and 
homer-launching sluggers endure cold spells. 

The most promising sign thatTeam .366 is 
onto something came in one game I played. 
Down by four runs with two out in the bottom 
of the ninth, I hit what seemed to be a game- 
ending grounder when the opposing team 
made an error that let the hitter reach first. A 
series of singles followed and I won the game. 

If HIGH HEAT BASEBALL 2000 can consistently 
capture the intangible Bill Buckner quality that 
makes baseball baseball, then it could well be 
the title that computer baseball fans have been 
waiting for. SSJ 


RED SKIES AT NIGHT A Strong 3D engine supporting high resolu- 
tions and graphic grace notes like tills twilight Texas sky 
should push High Heat BASEBAU 2000 to the top of the eye 
candy heap. 


j Hi^ Heat Baseball 2C 

lOO ^ I 

GENRE-. Sports RELEASE DATE 

nci/ci /^DC0- ^ctrDIIQIIC 

:Q2 '99 

:ucD. 3t-\n • 

UtvcLUrcK. Team .36o rUitLIj 

tncK. :)UU 


: The Other Boys of Summer 

^ TAT Accolade's HARDBALL series stagnates and 

m Im # sierra's Front page sports baseball line has 

V V been killed, there still will be plenty of competition 
ting high resolu- for high heat 2000 this season. A new TRIPLE Flay game 
rexas sky again flex EA Sports' considerable muscles in 

of the eve another steroid-enhanced arcade version of America's pas- 

^ time. Last year's VR baseball showed promise and takes 

the field this spring as baseball EDITION 2000, sporting 
even better graphics and a revamped, friendlier interfd'ce. 
Finally, Microsoft is going after the crowd in the cheap seats with the budget- 
priced MICROSOFT baseball. Think of it as the journeyman utility player of 
the group — perhaps not the best player on the field, but still able to make the 
routine plays and blessed with a nice low contract. 


www.compiitergaming.c 


COMPUTER GAMING WORLD - JUNE 1999 


A 




WE DIDN’T JUST 
CREATE A NEW WORLD, 
WE CREATED A NEW 
STANDARD. 


“ 980 / 0 " (Highest review score ever awarded) -PC Gamer 
★ ★★★★ — Computer Gaming World 


(5 out of 5) 


“Alpha Centauri is unmistakably the rightful heir to the Civilization 
throne. It’s also the best strategy game ever made.’’-PC Gamer 

“Meier has again set the gold standard for strategy.”-Newsweek 

xxxxx — Cnet Gamecenter 

(5 out of 5) 

“Civilization meets Star Wars.”-DME Magazine 


THIS IS THE STRATEGY GAME TO BUY. 

Check it out at www.alphacentauri.com 


FIRAXIS 


1 


ELECT HOW I C AR.TS " sml/ofolhafoouilrles AH rljWstcsirvad.Aiphii Connurl and Flraxw Ssmss ais trsilematfe ol Jnc. 










c< 


. , ]‘;«..v ' 

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ommg ^oon 
Ifrpm Ifhe Maicer'S O^ Caesarill 


V)t\j(w. si e.t:pa^jt.u d 1 o Sj, CO m 
Vi! w.vsi, imppessio f\»,gajrric&,co m 


01999 Siam On-Use loo. AU Ri^te fi»ervc<l Sierra, SumStedlos, Phaxaoh, Cssaar and luipieauoiu! an tnulciaaria of SlcaaOs-Uneloc. 




R.ule ~|”lne (\|iie. 
Live pbrever. 


The Richest of Real-time Strat Games Gets Richer 


Seven 
Kingdoms II 

by Terry Coleman 

T revor Chan is one designer 
who can never be accused of 
insulting the intelligence of his 
fans. Booting up Chan's 
CAPITALISM, for instance, is as close to a 
crash course in high-end cutthroat eco- 
nomics as you're likely to get this side 
of Han/ard Business School. But if you 
aren't careful, dealing with anything 
near that kind of depth in a typical real- 
time strategy game can quickly have 
you longing for the comparatively mod- 
est tech tree of AGE OF EMPIRES. 

With that in mind, we thought it was 
time to take another look at Chan’s 
upcoming SEVEN KINGDOMS il. My main 
concerns have always been that the 
look of SEVEN KINGDOMS II might have trouble competing with more graphically delec- 
table fare like STARCRAF, and that the interface wouldn't sufficiently help you keep track 
of the wide range of activities you can perform. 

Fryhtan Dreams 

Well, In the latest build from 1-Magic, the interface is cleaner, the crisp new buildings 
tower over the landscape, and you can actually tell a Mongol soldier from a Viking. The 
Fryhtans, those pseudomythicai beings bom from the darker warlike recesses of Chan's 
fertile mind, have an even greater role here 
than in the original game. Not only do they 
sport more arcane technology and new magic 
spells but you can also play the Fryhtan 
Empire, driving puny humans before you. 

The variety of scenarios and campaigns is 
staggering, and Chan is trying to pull off a 
random campaign generator that could be the 
most dynamic we've seen. There are four new 
human civilizations — Carthaginian, Roman, 
Indian, and Celtic— -with a number of new 
abilities: ninjas for Japan, Druid Magic for 
Celts, and the like, Heroes make their firat 
appearance as well, though these don't seem to overwhelm play in the manner of 
MASTER OF MAGIC Having Hannibal, Genghis Khan, and Richard the Lionhearted com- 
bine forces to drive out the Fryhtan menace may not be historical, but it's a total kick — 
and it requires that you master the arts of diplomacy as well as combat, 

Like its predecessor, SEVEN KINGDOMS 11 is more sophisticated, and thus more difficult, 
than the usual real-time clickfest, in addition to new battlefield tactics such as forma- 
tions, there are a number of new research paths in the rich technology tree. I particularly 
liked using espionage, and the enhanced military tech available realty enhances game- 
play— though I'm not yet sold on the advanced 
axe-throwing ability of the Vikings, especially 
when facing the Fryhtan antihero Bregma, 

Master of Insects. 

All in all, I found plenty to enjoy here. Amid 
the overcrowded real-time strategy field, SEVEN 
KINGDOMS II has its own identity, depth to spare, 
and maybe even graphics that are polishe d 
enough to convince the skeptical, S32 


GENRE: Strategy 
RELEASE DATE: Q3 '99 
DEVELOPER: Enlight Software 
PUBUSHER: interactive Magic 




WAR IS A MANY-TENTACLEDTHING 


SEVEN KINGDOMS II revels In the 
differences between historical and 
neo-mythic Here, Fryhtan hordes 
become the Carthaginians' ulti- 
mate nightmare. 



WAR 

ISN'T 

HELL... 


IT'S 



ARMY MEN II' 


wareasm" 
C«ScC: RED AL-ERT" 
TOTAL 

annihilation' 
WARCRAFT II" 
OVER MORE 


HIT THE FRONT 
LINES AT 


WWW.HEAT.NET 



O 1999 Se«aSon Ntt*9cM. Inc ISA: i«l MEAT.Ntr a;( 
U3i]«<ntfk$ ol SsgaSsd htlncrtu. M An nscntd 
M Memarkt n M [Npsv It*: incKbin «><m 


COMPUTER GAMING WORLD » JUNE 1999 


Go To #060 @ www.computergaming.com/lnfollnk 






Real Virtuality../” 

Premiering Spring '99 

Go to #117 @ www.computergamlng.com/infolink 


I NFOCRAMES 


£<1839 


Enienait 







by Marc Dultz 

L ast year, THE OPERATIONAL ART OF WAR 
ably modeled modern combat at the 
often nebulous operational command 
level. For 1999, the award-winning turn- 
based wargame system moves several steps 
further, now portraying conventional warfare 
from the climactic days of 1956 to the close of 
the millennium. 

Anywhere New to Fight? 

THE OPERATIONAL ART OF WAR II (TOAW II) 

I will reportedly cover many of the principal 
military engagements waged during this tur- 
I bulent time frame, including America's ill- 
i fated involvement in the Vietnam War, three 
I Arab-lsraeli wars, the protracted iran-lraq con- 
I flict, and Operation Desert Storm. What's 
; more, TOAW II will depict several hypothetical, 
"what if" scenarios, including a 1962 invasion 
■ of Cuba by the United States, a supposed 
1 Sino-Soviet conflagration in the late 1 960s, 

I several different NATO-versus-Warsaw Pact 
showdowns in Europe, a second Korean con- 
flict (circa 1 999), resumption of hostilities 
between India and Pakistan, and even an 
invasion of Taiwan by Communist China. 

As in TOAW, the units and maps in TOAW II 
will vary in scope and scale, with units rang- 
ing in size from individual companies to entire I 
corps, and hexes measuring anywhere from 
2.5km to 50km across. In addition to a simpli- 
fied (and welcome) play option that will 
enable players to issue default orders to their 
units, TOAW II will contain a much more 
detailed treatment of nuclear, biological, and 
chemical (NBC) weapons, including the incor- 
poration of certain triggering events that may 
escalate their usage. 

Anything New to Blow Up? 

Beyond some subtle graphical improvements, 
the game will feature new rules that will give 
gamers much more control over the employ- 
ment of their artillery forces. In addition, TOAW 
II will more realistically porU'ay the military 
concept known as command, control, and 
communications (C3) by introducing command, 
support, and civilian groups to each side's mili- 
tary hierarchy. While these specialized personnel I 
will attend to various supply and maintenance 
functions for each combat unit, there may be 
instances when the unit in question will be par- 
alyzed for a turn or two if its staffers are killed 
In battle. And although the unit may still be 
operating at 100 percent readiness, it may not 
be able to resume norma! military operations 
until its cadre of specialized personnel has been 
totally re-formed. 

Loads of new units and equipment will be 
featured, too, such as attack and transport 
helicopters, man-portable antitank and antiair 
weaponry, surface-to-air (SAM) missiles, mobile 


The Operational Art of War II 


GENRE^Uategy^rgam^ELEAS^DME^^S^ 
DEVELOPER; Norm Koger 
PUBLISHER: TalonSofVTake 2 


I artillery batteries, and jet aircraft. While the 
I equipment database will reportedly be twice 
I that of TOAW, all of the weapons capabilities 
I have been completely recalculated, taking into 
I account the effect of high-explosive antitank 
I (HEAT) rounds versus kinetic armament and dif- 
I ferent grades of armor, from laminate and com- 
I posite shielding to steel outer coverings and 
I reactive cells. Moreover, TOAW II will utilize an 
I ail-new antiarmor combat resolution system 
I that is based upon a 
I single shot-single hit 
I algorithm rather than 
I on the massed-fire 
I methodology employed 
I in TOAW. 

Civil and military 
I police detachments 
I will actually play a 
I vital role in the game, 

I reducing a unit's 
I movement cost when- 
I ever it attempts to 
I pass through densely 
I populated areas such 
I as towns and villages 
I or along roads choked 
I with refugees. Several 
I types of transport heli- 
I copters will also be 
I modeled, based upon 
I their airmobile lift 
I capacity (1 ton, 3 tons, 

I or 8 tons) and sub- 
I jected to certain lift 
I radius restrictions. In 
I fact, each ground unit 
I will now be rated 
I according to its trans- 
I port weight (measured 
I in metric tons), with 


I some units, such as armored forces, requiring 
] heavy-lift transport helicopters to move from 
I one area to another. 

I What About That Editor? 

The scenario editor is being streamlined as 
I well and will boast a variety of new editing tools I 
I and other player-requested features. Finally, 

I many of the scenarios being designed for TOAW 
I II will feature specially designated exclusion 
zones that will 
temporarily pre- 
vent gamers from 
moving their forces I 
into or out of the 
region. Although 
gamers will be 
able to examine 
friendly units with- 
in an exclusion 
zone, they won't 
be able to move 
them until an 
external event trig- 
gers their release. 

While TOAW I! 
may look and feel 
remarkably similar 
to its award- 
winning predeces- 
sor, the mechanics 
of play have been 
refined, and now 
more than ever the | 
game provides 
players with a 
poignant and 
ingenious look at 
the vagaries of 
modern-day 
combat, 23U 





















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ACE OF EMPIRES 

These codes also work in RISE OF ROME 
so we Ihoiight Ihey were worth reprintitio. 
As above, just type these cedes In the 
chat window. 

diediedie All units die: you win 
resign You resign 

reveal map Reveals entire game map 
pepperoni pizza Gives 1000 food 
coinage Gives 1000 gold 
Woodstock Gives 1000 wood 
quarry Gives 1000 stone 
no fog Removes fog-of-war 
hari kari Commit suicide; you lose 
medusa Villagers become medusas 
(When medusas die they become black 
riders; when black riders die, they 
became heavy catapults.) 
gaia Lets you control the animals, but 
you have to give up control of your 
human units; good when used with king 
arthur and grantlinkspence in 
RISE OF ROME 

flying dutchman Changes jugger- 
nauts into flying dutchmen that can soar 
over the land 

steroids Gives instant building ability 
(which woars off over lime) 
home run You win 
kilIX eliminates player in starting 
posilioM X 

bigdaddy Gives you a black Chevy 
Camaro with rocket launcher 
big momma Gives you a white Chevy 
Camaro with rocket launcher 


AGE OF EMPIRES: 

RISE OF ROME 

Just bring up the chat window by press- 
ing Enter, type the code, and press 
Enter again to activate, 
king arthur Changes birds into 
dragons (999 hit points) 
grantlinkspence Turns animals into 
Animal Kings 

pow Gives you a new unit called 
BabyPrez, a baby on a tricycle with a 
blunderbuss (SOD HP, 50 strength, 10 
armor, 15 range) 

convert this! Gives you Saint Francis, 
a superpriesl unit (25 HP. 200 strength, 0 
armor, 10 range) 

stormbilly Gives you Zug 209. a mech 
(100 HP, 20 strength, 10 armor, 15 range) 
photon man Gives a space-age marine 
jackbenimble Uses villagers as ammo 
for catapults 


BALDUR’S GATE 

Open the Baldur.ini file in your Baldiir'S 
GATE directory and add the line 
Cbeats=1 undor the "Game Options" 
entry. Then save the file and run the 
game. Once you arc in the game, hit 
Ctrl-Tab to bring up the console in 
which yon type the cheats. Ctrl-Tab will 
also close this console. Type the cheats 
exactly as they appear below and hit 
Enter to activate. 

Cheats;TheGreatGonzo[)Summuns 

10 psycho chickens who defend you 
Cheats:FirstAid() Gives you 5 heal- 
ing potions, 5 neutralize poison potions, 
and 1 slone-to-flesh scroll 
Cheats:Midas() Gives you 500 gold 
Cheats:CawKill(] Creates a CowKill 
spell if cows are nearby 
Cheats:DrizztAttacks(] Creates a 
hostile Drizzt 


• Ever wonder about the 
black outline around a 

resource in the base display? it's a signal that 
you haven't discovered the requisite techno- 
logy to maximize that resource. The technol- 
ogies are: Gene Splicing to maximize 
Nutrients: Economic Engineering lo maximize 
Minerals: and Environmental Economics to 
maximize Energy 

• If you aren't getting the full benefit of sea 
improvements, just raise the sea level in that 
square. 

• Though it's easy to miss, you can build 
aircraft carriers in ALPHA CENTAURI. Flight 
decks aren't a module but an ability, like deep 
radar. Once you have the required tech, put a 


transport module on a ship and click on 
Abilities. You can even make submersible 
aircraft carriers if you like. 

• You can't build a borehole next to one that 
already exists. But you can build at/ the bore- 
holes you want next to each other /^you start 
them at the same time. 

• If you select a unit and it hasn't moved this 
turn, you can hit Ctrl-U to upgrade. This is the 
only way to upgrade any designs with Unity in 
the name. 

• Go to the design screen and find a unit you 
want to upgrade. Click on it to put that unit in 
the main window. Click on Upgrade. You'll be 
presented with a choice of units to upgrade to. 
Choose one and click OK. This will upgrade 






W hen most people think of cheating, they picture themselves looking 
across a poker tahle at a loaded derringer. Well, this ain’t poker, 
friends. It’s your game, you bought it, and you can do whatever you 
want with it. Cheat codes and Easter eggs can get you through a tough spot, 
grant access to a secret level, provide a peek behind the curtain, or give Insight 
into a programmer’s twisted mind. We’ve sitted through all the junk out there 
and given you 501 cheats that actually work. Just keep In mind that we’re not 
responsible if you use them in a multiplayer game and get yourself shot. 


AS{ or EMPIRES: RISE OF ROME AGE OF EMPIRES ALPHA SEHTAUR! BAIDUR'S GATE BAIHEZONE I 
THE CHOSEN CAESAR IH CARMAGEODON 2 CARHiUORES CiyiLimiON: CALL TO POWER I 
BEYOND THE CALL OF DUTY FIFA 99 BGHTER SQUADRON; SOREAMIN' DEMONS OUER EUROPE FORSAKEN 
G-POUCE HALF LIFE HERETIG 2 INCOMING INOEPENDENGE WAP. JANE’S WWII FIGHTERS KING'S QUEST; 
MASK OF ETERNITY MICROSOFT COMBAT FUGHT SIM MYTH II; SOUIBLIGHTER NEED FOR SPEED III NHL 
'99 POPULOUS QUAKE II REDGUARD RAILROAD TYCOON 2 RAINBOW 6 STAR WARS; ROGUE SQUADRON 
SHOGO SIMCITY 3000 SIN SPECOPS; RANGER TEAM BRAtIO STARCRAFT; BROOD WAR THIEF; THE DARK 
PROJECT TRESPASSER TOMB RAIDER Hi TUROK 2 WHEAL VIPER RACING K~COM INTERCEPTOR 


Cheats:DrizztDefends(] Creates a 
Iriendly DrizzL 

CheatsiCriticailtemsO Gives you 
all important items 

CheatsiHansn Moves your party to 
a free adjacent area 

CheatsrExploreAreaQ Marks entire 
area explored 

BanLEZONE 

Hold down the Shift and Ctrl keys and 
type In one of the following: 
bzbody LInlimUed shields 
bzfree Unlimited pilots and rosources 
bzradar Full map 
bztnt Unlimited ammo 

BLOOD 2: THE CHOSEN 

To enter these cheats, just type them in 


the chat window (press T, then type the 
cheat, then hit Enter). 

Mpgod God mode 

mpkfa Gives you a variety of weapons 
mpbeansofcoolness Gives another 
variety of weapons 
mpamino Gives you full ammo 
mpelip No clip mode £ 

mphealthy Gives you full health 
mpvuhereami Shows your coordinate: 
mphideme Hides your coordinates 
mpbeefcake Makes your weapons 
more powerful 

mpkillemall Kills all the bad guys oi 
the level 

mpspeedup Increases your speed 
mpstrongar Increases your strength 
mpcaleb Changes your character 
model to Caleb 



every unit of one type to another whether they've moved or not. You 
have to have a design the program considers superior before this 
will work. 

• When recruiting mind worms It pays to be outside your borders. 
Any units that are found/captured beyond the colored border of your 
faction are independent and don't need support from any city. 

• If you're tired of fighting indigenous life-forms, activate the 
Scenario Editor (under Scenario on the menu window). Go to 
Scenario Rules and click on the top box to turn off the planet. Save 
the game as a scenario. Deactivate the Scenario Editor. Then start a 
new scenario, making sure to load the scenario you just created. 

• Once you have a selection of base facilities it can be tedious to 
take over or start a new base. To minimize tedium, find (or make) a 
production queue that you like (including the item currently being 
produced) and right-click on the queue area, Choose Save, then 
pick a slot and give it a name. Next time you take or build a base, 
right-click on the production queue and load the file you created. 
Close the production screen and close the base screen. Admire 
your work. 

• There are more choices on the base governor's list then are readily 
apparent. If you click on the down-arrows on either side of the gover- 
nor button, you get a list that lets you tailor the governor settings to 
your liking. 


CIUIUZATION: GALL TO POWER 

The following cheats are accessible from the interface: 

A. On the Command Line bar. there is a button called Cheat. 

B. To access the button, hit the tilde (~) key. then 
the space bar. Click the Cheat button. 
“GHEATS";’ ) C. Cheats can be used with fog-of-war on. but 

I ' ; / V , they are more easily used with fog toggled off. 

D. The main map and game are disabled while 
cheat mode is on. To resume playing, close the Cheat tools. 

E. Cheats will destablize network multiplayer games. 

• To activate the City cheat, click on the City button. Select a 
city. To change the name of the selected city, click on the text 
box with the city name displayed. Edit the text so that the 
name reads as you would like it. Hit the Enter key when you 
are finished editing. 

• To change the population 
of the selected city, click on 
j wilh the popu- 

^ ^ j lation displayed. Edit the 

, • il ^ ^7 L-. V .,-1 text so that the number is 

, •v- i'-® — ] the population size you 

*■ would like. Hit Enter when 

it'j ^ f ' you are finished editing. 

^^17 Advances Cheat 

' L — Click on the Advances but- 

ton. Select the player to 
whom you would like to 

j CHEAlTS give advances; player 2 is 

the Human player: players 

After starting a game. 1 . 3. and so forth are Al 

press Ctrl-K to access the players, 

ir Map Editor and Scenario • From the "All 

. . Advancements list, high- 

i light the advance or 

Y Reveal map advances you would like to 

Shift-FI Create unit give to the selected player. 

' Shift-F2 Technological then click the < [less than] 

" discovery 

. "To take advances away 

Shifl-F3 Switch from a player, highlight the 

a sides/set view : advance or advances from 

Shift-F4 Change/set the list of "Current 

energy credits Advancements." then just 

Shlft-F5 Change year click on the > Imore than) 

Shift-F6 Kill opponent (Note that the arrows aren't 

Shift-F7 View replay aligned correctly, so click 

Shift-F8 View movies the upper-left comer on the 

' Shift-F9 Edit faction > key. and the upper-right 

diolomacv corner on the < key.) 


After starting a game, 
press Ctrl-K to access the 
Map Editor and Scenario 
Commands; 

Y 

Reveal map 

Shift-FI 

Create unit 

Shift-F2 

Technological 

discovery 

Shifl-F3 

Switch 

sides/set view 

Shift-F4 

Change/set 
energy credits 

Shift-F5 

Change year 

Shift-F6 

Kill opponent 

Shift-F7 

View replay 

Shift-F8 

View movies 

Shift-F9 

Edit faction 
diplomacy 


www.aimfsrt:L(gaj7ilng.E{ 






501 CHEATS /_ empires • AOE: rise of home • alpha CENTAURI • BALDUR'S gate • BLOOD 2 • CIV: CALL TO POWER 


HI CARMAGEQDON 2 • CARNIVORES W COMNIANDO^BEYOND TK CALL OF DUTYj 



(A 

1- 


HALF-LIFE 


To gain access to the cheats 
in HALF-LIFE, the first thing 
. you have to 
do is acti- 
vate the 
console. 

First, create a 
shortcut to the game, if you 
haven't already. Right-click 
on it and select properties. 
In the shortcut properties 
:• you can modify the shorl- 
cut's target. It should look 
^like . / V 

s depending on where you 
I installed it. of course. Just 
add • - : to the end. So 
the example would then 
look like: 

(The 


mpophelia Changes yonr character 
iiiQtlel to Ophelia 

mpishmael Changes your character 
mcilel to Ishmael 

mpgabby Changes yonr character 
model to Gahriella 

mpberetta Gives you the 
Berctta: type twice for John 
Woo-style 

mpsubmachinegun Gives you the 
submachine gun; type twice for two 
mpflaregun Gives yon the flare gun; 
typo twice for two 

mpshotgun Gives you the sawed-off 
shotgun: type twice for two 
mpsniperrifle Gives you the sniper 
rifle 

mphowitzer Gives you Ihc howitzer 
inpnapalmcannon Gives you the 
napalm cannon 

nipsingularity Gives yon the singu- 
larity generator 

mpminigun Gives you Ihc minigun 



mpassaultrifte Gives you the assault 
rifle 

mpbugbuster Gives you thu 
Bughuster 

mplaserrifle Gives you the Cohalco 
laser rifle 

mpteslacannon Gives you the Tesla 
cannon 

mpuQodoo Gives yon Hie voodoo doll 
mptheorb Gives yon the orti 
ntpgoshopping Gives all items 
mpnicenurse Adds 25 to your health 
mpreallynicenurse Adds 300 to 
your health 

mpward Gives ward that adds 25 to 
your armor 

mpneweroward Gives newcrowarcl 
that adds 100 to your armor 
mpearbonfiber Gives willpower 
power-up 

mptakeoffshoes Makes you invisible 
mpherkermur Gives triple damage 





w 



again or yon will have problems! Give the 
same amount as before. Press the Give 
hiitlon again, and your account will go 
into the negative. Now you have unlimit- 
ed credit! Repeat as necessary. 

CARMAGEDDON 2 

TILTY Pinball mode 
WATERSPORT Drive underwater 
LEMMINGIZE Stupid pedestrians 
STIFFSPASMS Mutant coriises 
WOTATWATAMI Slippery tires 
SMARTBASTARD Skip race 
MRMAINWARING Pedestrians freak 
out 

BIGDANGLE Mutant tail thing 
WETWET Credit honiis 
TINGTING Free repairs 
STOPSNATCK Toggles the timer on 
and off 

MQONINGMINNIE Decreases Ihc 
force of gravity 

CLINTONCOHot rod 



TO CHANGE CAMERA MODE OR MOTION 


Switches you to third-person mode 
Switches you back to normal 
Mouse moves the camera in 

third-person mode 

Turns camera control back to nor- 


Activates chase mode in third person 


rCOMKrrgR ^QRU3:« JUNE 1999 - 


www.coinpi!ti;r5jming.com 


I' space after 
the ; : is 
■ important). 

V Now when 
you start a 
•] game from 
this shortcut, 
you can 
press the 
tilde (~) key 
to access the 
console. For 
some of the 
' cheats to 
••• work, it is 
first neces- 
sary to type 

; - to activate 
cheat mode. To turn off the 
first three cheats listed, 
simply retype them. To 
deactivate all other cheats, 

' you must quit and restart 
I the game. 

God mode 
Fly. no clipping 
Makes you 
invisible to 
enemies 


: (where • is from the 
following lisl) Gives the 
corresponding item (For 

; gives 

you the crossbow. Don't for- 
get the space and the 
underscore.) 


CAESAR HI 

Right-click on a water well, type Alt-K, 
fallowed by; 

Alt-V Instant victory 

Alt-C More cash (if you have less than 

SODQOn) 

Whan you can go into the Senate the 
following procedure can got you sonic 
serious cash: Click the Emperor icon in 
the Senate. Give yourself a wage of 500 
denarii. When yon accumulate about 
3000, go back to the Senate and press 
the Give to City button. Click the All 
button in the dialog. Then press the 
Give button. Press the Give to City 
button again. Do not 
press the All button 


FASTBAST Turbo pods 
STICKYTYRESWall climber 
GOODHEAD Pedestrians get weird 
heads 

EUENINGQCCIFER D.U.I. 
TIMMYTITTY Gives you a lime honus 
ZAZAZ Pedestrian annihilatoi 
POWPOW Opponent rcpiilsificator 
FRYFRY Gives pedestrian llamelhrower 

CARNIVORES 

Type debugon while playiiui lo enable 
debug mode (your binoculars will come 
on while you type, bid don't worry). In 
this mode dinosaurs will ignore yonr 
presence until you shoot. Plus, you’ll 
have unlimited ammo, and lava docs not 


is the default, if you set it to 
like walking on the moon. 



kill you. In debug mode, you can also 
use the tallowing cheats: 

Ctrl Makes you run rea//yfast 
Shift-S Switches on/off slow mode 
Shitt-T Swilches on/off timer indicating 
polygons per Frame and time used to 
render this Irame (in milliseconds) 

COMMANDOS: BEYOND THE 
CAUL OF DUTY 

These codes are for the 
English version only; 

Type GDNZai982 during the game. 
Then you can activate the following 
cheats: 

Shift-V Invisible to enemy 
Shitt'X Teletransport (use the mouse to 
place your commando) 

Ctrl-I Invincibility 
Ctrl-Shift-N Finish the mission 


RFA 99 

■ To get the Winter introduction, type 
win repeatedly while game is loading. 

* If you are close to goal and there are 
no teammates to pass to, you can lap 
the pass button to side-foot a shot into 
the corner of the net. 

* If you are close to goal and there are 
no teammates to pass to, you can tap 
the fob button to attempt a chip shot. 

* You can fake out defenders who are 
waiting for you to chest a ball by holding 
either skill mode key while the ball is in 
the air. At Ihe last second your player 
will duck out of the way and let the ball 
go by. 

* You can pull off some spectacular vol- 
ley moves by double tapping tbe shoot 


Deactivates 

chase mode 


REALISTIC GUNNERY: 


You can only take so many 
bullets in real life. To make 
combat with the marines 
more interesting, you can 
make the mp5 more power- 
ful. You can set the numbers 
for whatever you want, hut I 
tested the following, and it is 
pretty realistic and balanced. 
The first three are for you, 
Ihe player; the second three 
are for the marines: 



In case you're curious, you 
can modify all the weapons 
in a similar fashion. There 
are too many variables to 
print here, so look for a 
complete rundown in a 
future CGTtps. 


button. Volleys are more likely to 
score but require more time and space. 

' If you Face your player away from the 
net and double tap the shoot button, he 
will attempt a bicycle kick. 

• To execute a 3G0-degree spin move, 
just hold down a skill move button and 
press shoot (or just double tap a skill 
move button). This leaves you wide-open 
for a vicious slide tackle, so be careful. 

* As a last resort against players who 
have an obvious chance on net, press LI 
and your player will foul the opponent, 
often in a spectacular fashion. 

FIGHTER SQUADRON: 
SCREAMIN’ DEMONS 
OVER EUROPE 

Go into the sdDmoiis.ini file and make 
the following change: ShockRadiossl 
This enables the few cheats that are 
available. Once this cheat Is enabled, 
onter the sim and open up a chat line 
(with ~) and then type the following: 
FS_LaokAtTheSillyMankey 
Blows up everyone's plane but yours 
FS_HaueACow Drops a cow out of 
everyone's plane 

FS_Decompose Causes everyone 
else's planes to break apart 
(Note that the above cheats will not 
work in single or multiplayer games 
unless yon have already entered the 
ShockRadiosl cheat.) 

Other .ini file changes: 
EnableCalibrate=1 Will turn on the 
calibrate button in tbe Options screen. 
DisplayCaardssI Will display your 
current FS coordinates in the overlay 
map (in Ihe upper-right-hand comer of 
Ihe screen). This will aid you in object 
placement when building missions or 
new terrain. 

PutSlew8ehlndUehlcle=1 Will 
cause you to be placed behind the vehi- 
cle you just left by hitting S. 
TextureCacheLfmit=x Where x is 
a number (in bytes) for the maximum 
size of the on-disk texture cache (.tex 
file). If cache grows greater than this 
number, it will bo cleared. The default 
is SOOMB. 

TextureCacheSize=x Where x is a 
number (in bytes) for the maximum size 
of the in-memory texture cache. The 
default value is 1DMB. Setting this cache 
to a higher number may improve game 
performance on machines that have 
memory to spare. 

NetMaxPlayers=x Where x is the 
maximum number of players allowed in a 
network game (only Ihe server machine 
needs to have this set). This number may 
not be greater than 28 and has only been 
thoroughly tested with B players. 

FORSAKEN 

Type the following codes at any menu. To 
turn them off, just type them again. 
BUBBLES Turns on cheat mode 


CHEATS 


HERETIC 2 


To activate cheats, first access the console by pressing the tilde (-] 
key then type in the codes as written. 


playbetter 
twoweeks 
meatwagon 
victor 

angermonsters 

crazymonsters 

kiwi 

showcoords 


Toggles god mode 

Toggles power-ups 

Kill all mosters (except for the boss) 

Kill all monsters (including boss) 

All monsters get angry 
All monsters go crazy 
No-clip mode 


weapprev 


weapnext 


suckitdown chicken 



suckitdown all 
suckitdown health 
suckitdown mana 


suckitdown armor 


Gives you all (useful) items 
Gives you maximum health 
Gives you maximum offensive and defen- 
sive mana 

Gives you silver armor: type again to get 
gold armor 


suckitdown powerup Gives you a Tome of Power power-up 


spawn item_weapon_hell5taff Gives you the Hellstaff weapon 
To spawn the desired item just type in spawn X where X is from the 


following list: 
item_weapon_fi rewall 
item_weapon_maceballs 
ilem_weapon_magicmissile 
ilem_weapon_phoenixbow 
ilem_weapon_redrain_bow 
item_weapon_sphereofannihilation 
ilem_defensB_melBorbarrier 
ilem_defense_polymorph 
ilem_defense_powerup 


lAMZEUS God mode 
FULLMONTY Level seloct 
LUMBERJACK Missile toggle 
IIMBEAM Loser beom toggle 


G-POUCE 

Enter these cheats at the main menu. 
STATTOE In-game info 
WOOWOO Havoc sirens 
SUPACAM Swilches to enemy cam, 
when you shoot them down 
BENIHILL Benny Hill cars 
PANTALON All secret missions (in 
Training Menu) 

OOOBIES Gives you Infinite shields 
MRTICKY Gives you infinite weapons 
(Note: You won't be able to progress 
past the current mission when these last 
two codes are enabled.) 

Here are the passwords for every level. 
DOLMAN Level 2 

SONAGAV Level 3 

ACEDUF Level 4 

JOJOGUN Levels 

WENSKI Level 6 


ilem_defense_ringofrepul- 

sion 

ilem_defense_shield 

ilem_defense_leleporl 

il6m_health_full 

ilem_heaUh_hatf 

ilem_mana_combo_half 

item_mana_combo_quarter 

ilem_mana_defensive_fuU 

item_mana_defensive_half 

item_mana_offensive_full 

item_mana_offensive_half 

item_puzzle_canyonkey 

item_puzzle_cloudkey 

ilem_puzzle_cog 

item_puzzle_crystal 

item_puzzle_dungeonkey 

item_puzzle_high- 

priestesskey 

item_puzzle_high- 

priestesssymbol 

item_puzzle_hive2amulet 

ilem_puzzle_hive2g6m 

ilem_pu 2 zle_hive 2 spear 

item_puz 2 le_minecartwhee[ 

item_puzzle_ore 

item_puzzle_plazacontainer 

ilem_puzzle_potion 

ilem_pu 22 le_refinedore 

ilem_puzzle_shield 

item_puzzle_slumcontainer 

ilem_puzzleJavBrnkey 

ilem_puzzle_tome 

item_pu 2 zle_townkey 



KIKG’S OUEST; 
MASK OF 
ETERMITY 


Press Shift-Ctrl-7 to get 
access to the console. You 
can conveniently ignore the 
password prompt, After typ- 
ing in the desired codes, hit 
Shift-Ctrl-7 again to return to 
the game. 

noConCoUide Turns off clip- 
ping mode 

conColtide Turns clipping 
mode back on 
setFirstPerson First-person 
mode 

setThirdPerson Third-person 
mode 
god/ungod 
Toggles god mode 
on and off (some 
things still can kill [ 

you but not many) | 



If you hold down the Shift key 
while selecting “New Game" at 
the main menu, you will gain 
access to all the non- 
secret missions. ^ tv 


Hidden 

Griffin 

Bungle had 
been working 
on a griffin 
unit, but 


There is one lonely 
griffin left however, and 


he lives In a tree on Level 19 
(Relic). Just find the shard in 
the northeast, and just at the 
edge of the map there is a 
-v. big tree on the hill. 

Rotate your camera 
\ so that it points 
I » south and 

' I Zoom In until 

j your camera is 
^ / in the tree 
“ . / trunk, and you’ll 

see the griffin. 

' (Too bad you can't 
control him.) 


Long-Awaited Drinking 
Party 

To access this hilarious secret 
level, start a game on the third i 
level. The mission calls for you lol 
escort a peasant into a friendly I 




SAEGGY 

MAZMAN 

DAZMAN 

DELUCS 

ANDOaOO 

K1MBCHS 
ANDYMAC 
YERMAN 
OLLIEB 
THEYOLK 
TONYMASH 
ANDYCROW 
BIONIC 
TSLATER 
lAINTHOD 
JONRITZ 
CLAIREC 
STEUEBOT 
ANGUSF 
EUANLAC 
EDFIRE 
STUBOMB 
THONBOY 
JIMMAC 
PUGGER 
ROSSCO 
CAKEBOY 
NIKNAK 
SAGLORD 


INCOMING 

Just hit the fallowing function keys to 
get these cheats: 


Left Shift-backspace 

View the most recent movie 
Lett Shift-w Win the mission 


F2 

F3 


Makes hitting targets easier 
Makes player invulnerable 
F4 Gives infinite lives 
F5 Gives infinite weapons 
F6 Gives a smart bomb 
F7 Quit 
F8 Quick save 
F9 Reloads quick save 
F10 Shows the frame rate (hit again 
to titm ofO 

FI 1 Restart the level 


lANE'S WWIt nCHTEHS 

(A Exclusive Cheat) 

In Quick Mission mode, if you shoot 
down seven enemy fighters yourself, 
without using a wingman and with both 
triple ammo and invulnerability turned 
off, there is a 20 percent chance that a 
UFO will be created. 


INDEPENDENCE WAR 

Type in darkgoat during (light to acti- 
vate cheats. 

Left Shift-k Allows you to dock with 
any vessel 

Left Shift-0 (zero) Kill targeted ship 
Left Shift-s Force next scripted event 
Left Shift-; Freeze target 
Left Shift-i Makes you invulnerable 
Left Shift-j Jump to lagrange point 
Left Shlft-8 Jump to targe! 

Left Shift-9 Match the velocity of a 
targeted ship 

Left Shift-a Gives you superspeed 


MICROSOFT COMBAT 
FUGHT SIM 

Flying Pig 

Open a game at coordinates 
N51*10.8B’ W1* 50.42’. Fly 
around and look for the cloud. Oireclly 
under the cloud at about 2,000 feet is a 
large pink pig, hovering in midair. 


Secret Mission 

Look in the mission directory for a (lie 
called team.mi_. Rename it to 
Team. mis. Once you’ve done this, an 
Interesting new mission called “Combat 
Flight Sim Team Outing" will appear in 
the single missions list. 



' J- ,c 

www.comoutei'gaming.com 

- ..'jt .... ... 




village. Before you reach the town, 
send some troops north, along the 
path (on the west side of the farm). 
When you get to the river, you will 
see some tiny Islands. On one of the 
Islands sit three frogs. Kill the frogs 


and then proceed with the mission as 
planned. When you proceed to the 
next mission, you will be treated to 
some shots of the Bungle team In the 
intro, and then get to take some 
poachers with blunderbusses out for 
a hunting trip. 

Limbs, Heads, and 
Smoking Crater 

This level is truly spectacular, espe- 
cially if fireworks are what you are 
looking for. The level teems with 
Whights and huge piles of satchel 


charges. To get to it, you have to fin- 
ish The Murder of Crows level. At the 
end of that level, The Deceiver walks 
down a path to the exit. Normally you 


would follow him, but this time, turn 
around and go north, clear across the 
level, to the alternate exit. Then you 
will proceed to the secret level. 



NEED FOR SPEED III 

Type the following codes at any menu to 
activate the cheat; 

RUSHHQUR Increases NPC 

traffic 

EMPIRE Opens up Empire City track 
ELNINOR Gives you the secret El 
Nino car 

MERC Gives you the Mercedes 
CLKGTR 

GOFAST Allows you to dive super- 
fast In single-race mode 
ALLCARS Gives access to all cars 

Type any of the following codes right 
before you click the Race liiittan In 


order to drive these secret cars: 

G001 Mazda Miata 

GQ02 Toyota Landcruiser 

GODS Cargo truck 

G004 BMW 5 series 

G005 71 PlyiriDuth Barracuda 

G006 Ford pickup with camper shell 

G007 Jeep Chorokee 

GOQ8 Ford full-size van 

GOQ9 ’G4-’65 Mustang 

G0 10 ’66 Chevy pickup 

G011 Range Rover 

G012 School bus 

GDI 3 Caprice Classic taxi 

G014 Chevy cargo van 

G015 Volvo station wagon 


G016 Sedan 

G017 Crown Victoria police car 
G016 Mitsubishi Eclipse police car 
G019 Grand Am police car 
G020 Range Rover police 
car/ranger vehicle 

G021 Cargo truck (same as 03) 

Populous 

Press Tab and F1 1 at the same time, 
then typo byrne and press Enter at 
the window that appears to enable cheat 
mode. Now, type one of the following 
codes at anytime during the game: 
Tah-F3 Spells 
Tab-F4 Buildings 
Tab-F5 Maria 

QUAKE II 

To activate these cheats, press the tilde 

(— ) key and enter the following codes 

In the console window: 

god God mode 

notarget No target mode 

noclip No clipping 

give all All items, weapons, 999 

ammo 


rrm 


; Create a player and type one of the following names. You'll see the 
’ message: 'Player is already in the database." and you should click 
the check mark. The new player will have full slats. 



Type these codes anytime during the game: 

Gives all players long arms, legs, and necks 

Makes players small 

Adds a point to home team's score 

Adds a point to away team's score 

Causes a penalty 

Causes an injury 

Causes the zamboni to appear on the ice 
Starts a fireworks show 

All the spectators start using their ^ash cameras 
Activates pregame spotlights 
Automatic body checks 
Automatic stick holds 


Exit the game and. while in the Credits, select 
Programing and type any cheat from the following list 
Makes game speed faster 
Enables Internet play 
Makes giant players 
Plays the Stanley Cup video 
Boosts all players' stats 
Makes huge 

^ *-iu.i.i.iiii 

No crowd 

Unlocks all resolution options for D3D 


give jacket armor Jacket armor 
give shotgun Shotgun 
give super shotgun Super 
shotgun 


v>^'*‘VfVvw.cotnpotiKgdfn{ng. 


.com 



REDGUARD 


To activate the cheats you first must hit 
FI 2 to access the console and then 
type the following: Item add,X (where 
X is from the following list) 


2 

Gold 

42 

Silver boat 

3 

Stoneskin 

43 

Shovel 


potion 

44 

Aloe 

4 

Health potion 

45 

Torch 

5 

Ring of 

46 

Monocle 


Invisibility 


eyepiece 

6 

Vola's ring 

47 

Flag 

7 

Sabre 

48 

Silver locket 

8 

Rusty key 

49 

League 

9 

Gold key 


insignia 

10 

Silver key 


parchment 

11 

Amulet 

50 

Joto's jail 

12 

Soul gem 


map 

13 

Soul sword 

51 

Flask of 

14 

Crowbar 


Lillandril 

15 

Peg rune 

52 

Kundings 

1G 

Peg rune 2 


talisman 

17 

Peg rune 3 

53 

Izsara's 

19 

Ore's blood 


journal 

20 

Ore’s blood + 

54 

Feather 

21 

Spider's milk 

55 

Kithral's 

22 

Spider's 


joiimal. The 


milk + 


dead monk 

23 

Ectoplasm 

56 

Folks 

24 

Ectoplasm + 


firmament 

25 

Hist sap 


book 

26 

Hist sap + 

57 

Izara's locked 

27 

Dwarven lore 


journal 


book 

58 

Star stone 

26 

Dwarven 

59 

Key to 


gear 


warehouse 

29 

Glass vial 

60 

Key to Izara's 

30 

Glass vial 


house 


filled wilh 

61 

Spell 


ellxer 

64 

Glass bottle 

31 

Iron weight 


empty 

32 

Bucket 

65 

Glass bottle 

33 

Bucket full of 


with water 


water 

66 

Glass bottle 

34 

Gauntlet rune 


mixed with 

35 

Elven artifact 


water and 


book 


aloe 

37 

Redguard 

67 

Strength 


heroes book 


potion 

38 

Hammerfell 

69 

Bandage 


book on Flora 

69 

Bandage wilh 

39 

Map from 


blood 


Makio 

70 

Sabro 

40 

Leather 

71 

Sabre 


pouch of gold 

72 

Sabre 

41 

Crendel's 

73 

Sabre 


stolen map 

74 

Bone key 



501 CHEATS / MtcROS OF|i[ Combat flig ht sim - nkd for speed • njhl '99 • populous * redgjjard • q uake h 



SIMCITY 3000 


give machinegun Machine gun 

give 

give grenade launcher 

give 

Grenade launcher 

give 

give rocket launcher Rocket 

give 

launcher 

give 

give shells Shells 

give 

give bullets Bullets 

give 

give cells Cells 

give 

give grenades Grenades 

give 

give rockets Rockets 




_^tfS 


First press the tilde (~) key. as in other QUAKE-engine 
games, then enter the code: 
m Health 999 
All weapons 
God mode 
No clip mode 
No target 

'i-To get items, type -where / is any of the following: 

Gives the magnum 
Gives the shotgun 

^ Gives the assault rifle 

Gives the rocket launcher 
Gives the sniper rifle 
Gives the big gun from the chopper 
. Gives the reactive shield 
Gives rockets 
Gives a coin 
Gives a health pack 
Gives a pack of cookies 
Makes a light-effect 

Chaingun (the one you get with the 5-key) 
Blue identcard 
Orange identcard 
Yellow identcard 
Green identcard 
Smalt key 

Bag from bank robbery 
Gives a coin 
Papers with evidence 
First part of pulse cannon 
Second part of pulse cannon 
Third part of pulse cannon 
Chemical protection suit 
Blueprints from construction site 
Sample from chemplant 
Silencer for standard gun 


To activate any of the cheats, first press the Ctrl-Shift-Alt-C keys 
all at the same time. Then type in one of the following cheats in 
the window. 

1 am weak Makes buildings, utilities, zoning. 

transportation, planting trees, and 
creating surface water free 

call cousin Vinnie Go to the Meet window to the Local 

Fundraising Event. Once there. Vinnie 
will offer you some cash 

Zyxwvu Use the call cousin Vinnie cheat and 

refuse his offer Then use the zyxw/vu 
cheat and the beautiful SIMCITY Castle 
will appear in your Rewards menu. 
The castle boosts land value, aura, 
and does some other good stuff 

garbage in. garbage out Makes all garbage buildings available 
power to the masses Makes all power buildings available 
water in the desert Makes all water buildings available 


Level Skip Cheat 

Go to the console by pressino (he tilde 
(~) key, then type map x (whero x is 
tho level name-for instance, map 
bossZ) For a list of level names, go to 
Multiplay/Kost Game from the main 
meiui. 

RAILROAD TYCOON 2 

To activate cheats, first press Tab to 
bhnp up your cursor and then type In 
one of the following: 

BigfootGold Win with gold victory 
BlgfootSilver Win with silver victory 
BigfootBronze Win with bronze 
victory 

BoBo Lose scenario 

King of the hill Gives your character 

SIOO.OQO 

PowerballGives company $100 million 
Slush fund Gives company $1 million 
Let me in Gives access tn all denied 
territories 

Speed Racer Doubles maximum train 
speeds 

AMD103 Converts all engines to AMD- 
103s at expense of profits 
Show me the trains Gives all 
engines 

Viagra Increases 
city sizes 

RAINBOW 8 

To activate cheats, 
press ' in the game 
and then type in one 
of the following: 

TEAMGODTeam 

god mode 
AUATARGOO 

Player god mode 


STUMPY Stumpy mode on 
CLODHOPPER Enlarges player's leet 
and hands 

MEGANOGGIN Mega head mode 
BIGNOGGIN Big head mode 
5FIN6ER0ISC0UNT Gives full ammo 
NOBRAINER Turns Al off 
DEBUGKEYS Debug keys enabled 
TURNPUNCHKiCK Changes players 
from 3D to 2D 
1-900 Heavy breathing 
EXPLORE Toggles the victory condi- 
tions on/off 

STAR WARS: 

ROGUE SQUADRON 

To enter the cheats, click on Settings 
from the console, then select General. 
There you will see a blank space labeled 
“Enter Passcode Here." Click on it. and 
press Shift-Del to disable the cheat. 
CREDITS IWi/s-stylc credits 
LEIAVURKOUT Activates force feed- 
back for PC joysticks 
GUNDARK Modifies force feedback 
control for PC joysticks 
CHICKEN Allows you to play as an 
AT-ST 

lAMDOLLYGives yon unlimited lives 




Salt on 
Salt off 

Terrain one up 
Terrain one down 
Terrain ten up 
Terrain ten down 
pay tribute to your king 
I love red tape 
let's make a deal 
nerdz root 


Changes the sea to salt water 

Changes the sea to fresh water 

Raises the terrain 

Lowers the terrain 

Raises the terrain 

Lowers the terrain 

All rewards become available 

All ordinances become available 

Neighbor and business deals offered 

Gives you high-tech industry 


w.compuK'isdming-com . 






ATTENTION ALL INTERNET USERS: 

Start talkin’ 


Talk n’ Play is the best way to speak with up to four people over 
the internet. Combine that with 25 Internet games from World 
Opponent Network and a sweet headset and you’ve got internet 
gaming, baby! 


So now you can connect with your family and friends and 
challenge them to a game of Poker, Golf or Red Baron, even If they 
live thousands of miles away! 


Start Playing! 


25 INTERNET GAMES • 4 PERSON INTERNET PHONE • HEADSET / MICROPHONE 


www.talknplay.com 

THRUSTMASTERtsaregisUredlraMmark ol ThnjsIMasIsr. Inc.Talk n' Play is a Irademaik ol ThiusiMasler. Inc WeCanTnlk com is a 



Go to #1 1 1 @ www.computergaming.com/infolink 



These cheats are identical to 
the codes for the original 
STARCRAFT. First hit the Enter 
key and type in the cheat, 
then press Enter again to 
activate it. The codes that 
affect gameplay conditions 
can be toggled by typing them 
a second time, 
there is no cow level Win 
current mission 
game over man Lose current 


power overwhelming All 
friendly units and structures 
are invincible (can affect 
scripted scenes) 
show me the money Adds 

10.000 minerals and 10,000 
gas 

whals mine is mine Adds 

10.000 minerals 

breathe deep Adds 10.000 gas 
something for nothing All 
upgrades can be researched 
instantly and free of charge 
black sheep wall Turns off 
fog-of-war 

operation cwal Increases unit 
and structure build times 
dramatically Instant research 
slaying alive Turns off victory 
conditions so the current 
mission will never end 
medieval man All technology 
and special abilities can be 
researched instantly and free 
of charge 

modify the phase variance- 
Opens up the entire technol- 
ogy tree 

food for thought Turns off 
supply requirements 
the gathering Infinite energy 
for all friendly and enemy 
units 

war aint what it used to be 
Disables fog-of-war 
Noglues Prevents enemy 
units from using energy- 
based special abilities 
radio free zerg Plays a hidden 
Zerg tune: available only 
when using the Zerg race 


Ophelia Enables level skip- 
ping, For original STARCRAFT 
campaign mission, type 
leiranY. zergY, or protossY 
where Y is the number of the 
mission. For BROOD WAR 
campaign missions, type 
xprotossY, xlerranY. or 
xzergY. where Y is the num- 
ber of the mission. 


To accDss the cheats, press T (or what- 
ever you have the message hutton 
ma|)|icil to), type the code, and then hit 

Enter 

mptears Gives you unlimited ammo 

mpgoil God mode 

mpkfa Full ammo, armor, and health 

mphealtti Full health 

mpammo Full ammo 

mparmor Full armor 

mpclip Toggles clipping mode on/off 

mppos Toggles coordinates on/off 

mpcamera Toggles camera mode 

ou/ctt 

mplightscape Turns liyhtscapo edit 
mode on/off 


map 


BONES Highlights objects you can 
Interact with 
GORE 2 More gore 
INVUL Invincibility 
WOO Infinite ammo 
BIONICWOMAN You can jttmp 
higher, but you run slower 
WIN Shows ending FMV 
DINOS Freezes dinos 


lorward; crouch and stand; spin 
around three times; then jump 
backward. 

• To find a secret room: Go to the 
pool in Lara's mansion. Behind the 
diving hoard, there is a switch. Flip the 
switch to open a door in the main mom 
of the mansion. Behind there is another | 
switch. Pull that switch, turn around 
and run to the open door that's across 
the hall. Once In there, you'll find Lara's 
treasure room. 


SPEC OPS: RANGER 
TEAM BRAVO 

* Move the savedata.Ixl file out of the 
spucops directory, and you’ll gain access 
to all missions. 

- Hit Alt-Shift-V, go to your items list 
and select the Viewfinder, and your 
ranger will be Invincible. 


TRESPASSER 

To change levels, held Chl-Shift-Q-W, 
then release the W key. 

If you’re stuck with this game, here is 
how to activate some cheats that might 
ease the pain. Press Ctrl-F11. A cursor 
will appear in the lower left of the 
screen; then type in any of those codes. 
After typing the code, press Enter and 
hit Ctrl-F1 1 again to activate. 

TNEXT Transports you through impor- 
tant locations on the level 
LOG Gives coordinates on the world 


TUROK 2 

Select “Enter Cheats" in the Options 
menu. An onscreen keypad appears on 
which you must type the names of the 
cheats yon want available to you during 
the game. To turn a cheat on (or off), 
you must then go to Cheat Select Menu 
and select the particular cheat you want. 
OBLIVIONISOUTTHERE 
Lets you activate any of the cheats (it's 
the /7/;er cheat, since it's cguivalent to 
typing in the names of all cheats) 
TROMPEM Big hands and feet mode 
BIGBADNOODLE Big head mode 
HELLOSTICKY Stick mode 
LILLIPUTIAN Uny mode 
PICASSO Pen-and-ink mode 
HENRYSBILERP Gnuratid mode 
YOQUIEROJUAN Shows Juan's face 
on every diamond 
MRNOPRULEZ Do nolhing 
INEEDAUPS Blackout mode 
WIZARDOFOZ Psychedelic textures 
JANESSPECIALWORLD Same as 
Juan's but for Jane 


TOMB RAIDER 111 

• Tu skip a level in the game: Draw the 
pistols; walk one step backward; walk 
one step forward; crouch and stand; spin 
around three times: then jump forward. 

• To gel all weapons: Draw the pistols; 
walk one step backward; walk one step 


dug 


UNREAL 

Hit the tilde (— ) key, which brings up a 
console, then type any of the following 
cheats; 

Allammo Full ammo 

Fly Fly mode on 

Ghost Fly mode plus no clipping 

God God mode 

Walk Normal mode 

invisiblel Makes yon invisible 

InuisibleO Toggles invisibility off 

killall Kills all enemies on level 

Playersonly Freezes all enemies 

Suicide You die 

Summon X Gives the desired 

weapon or item where X is the name of 

the item 

Enter the following names to play the 
corresponding level: 
vortexZ Vortex RIkers 

nyleue NyLeve's Fails 

dig Rrajigar Mine 


Depths of Rrajigar 
Sacred Passage 
chizra Chizra-Nali Water God 

Temple 

ceremony The Ceremonial 
Chambers 
dark Dark Arena 

liarobed Harohed Village 
terralift Terraniux Underground 

terraniux Terraniux 
noork Noork's Elbow 

ruins Temple of Vandora 

trench The Trench 
isvkranA ISV-Kron Dock 4 
isvkran32 ISV-Kran Decks 3 and 2 
isvdecki ISV-Kran Deck 1 
spirevillage Spire Village 
thesunspire The Sunspire 
skycaues Gateway to Na Pali 
skytown Na Pali Haven 
skybase Outpost 
veloraend Velora Pass 
bluK Bluff Eversmoking 

basapass Dasa Mountain Pass 
dasacellars Collars at Dasa Pass 
naliboat Serpent Canyon 
nalic Nall Castle 

nalilord Deinonlord's Lair 
dcrater Demoncrater 
extremebeg Mothership Basement 
extremelab Mothership Lab 
extremecore Mothership Core 
extremegen Skaarj Generator 
extremedgen Illumination 
extremedark The Darkening 
extremeend The Source 
Antechamber 

queenend The Source 


UIPER RACING 

Press Shift-FI 2 to activate a blimp 
camera that flies around using DesCENT- 
slyle controls. 


X'CQM INTERCEPTOR 

Press Ctrl-W whan you hear a double 
beep lone, cheat mode is active. 
Battlecheat To enahlo cheats 
Canttouchtbis Invincibility 
Fillerup Unlimited flight range 


THIEF: THE DARK PROJECT 


The following cheats work only with v1 .33. 

• Press Control-AU-Shift-End to skip the current mission. 

• Add the line cash_bonus to your dark.cfg. If set to an integer, its value is added to your loot total. 

• Add the line starting.,mission X in your dark.cfg. where X is the desired mission number. When you 
select New Game, you will start at that mission. 


J--- ? ,y J..V. . 









in Europe, you've staked a claim in the New Worla. 
If the natives rebel, your next message will be 
pinned to their backs. 

Ultimately, your goal is to become Europe's greatest 
power. To do this, you'll have to parlay New World 
resources into Old World dominance. Develop what 
you can, trade for the rest. Deploy spies to help 
stay ahead of the technology curve and build 
a formidable military. 


YOU ARE NOW ON MY LAND 


CITY 




And that arrogant queen who wouldn't acknowledge “ Begin with global economic and diplomatic policies 
your land claim? It won't be long before she's “ 
serving you tea in the morning. 


# The richness and depth o/game play is reflected in 40 militar>' 
and civilian units and 100 technologies from over 
300 years of hLstory (ISOOs-lflOOs) 


* Advanced artiftcial intelligence considers nation-specific 
personalities, strategies and diplomatic agendas 


* lligh-rcsolutlon graphics set in an engrossing baroque style 

♦ Intuitive interface and extensive game play tutorial makes 

It easy for first-time players to get up and running 

* Go head-to-head against other world leaders in multi- 


player mode supporting up to 6 olavers * expjou me New World on unlimited his- 
“ toncally based and 


WW\V.iMpERrALiSM2. 

Hi 


COM 

:o #218 ® www.computergamlng.com/lnfolink 




control 


engine 







EVIL, W 1 

MEAN AND 

C K E D, 

NASTY. 






Jane's A-10 Warthog takes you into the 
brutal world of frontline air combatl It's like 
piloting a flying tanki The A-10 encases 
your cockpit in a 4" thick titanium bathtub 





Wft Bu'itd Simt By The Book dni ElocBomc Ant-aie iniijimirks ai logisuio 
bodanulu ol OocUonc Am In ih< anS/oi other counoies. Jane t it * reg 
stored tredwnuk ot Jan* ■ InTannaDon Stow. LTD. Jane t Combat Snnulation i 
an Eleceonic Aru brand The aXzlogo is a trademark ol 30ti Inteiactm, lite. 


that acts like a bullet-proof helmet for your 
butt. So don't worry about getting hit- 
worry about turning enemy tanks into scrap 
metal! After all, you're armed with the 
most devastating ground attack weapon 
ever built: the Avenger Cannon. With a recoil 
that shakes the entire plane, this 30 mm, 
7 barrel cannon turns titanium armour into 
tin foil. The A-10 is so devastating. Desert 
Storm pilots saw enemy commanders 
evacuate their tanks and run at the sight of 
it! Jane's A-10 Warthog is the meanest, 
nastiest flight sim we've ever made! 
Prepare to get down and dirty! 


Jane’s 


We Build Sims ByThe Book" 
www.ianes.ca.com 







sWtTVcoon Willie a j 
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Building 17 
loop-the-loops 
in a row seemed 
like a good idea 
at the time... 


Thrills, spills, and chills have never been so much funi 
You’ll get to sculpt your park's terrain, hire the employees, 
and build the rides. You’ll have an unlimited combination of 
roller coaster designs and landscapes to build the coolest 
‘coasters Imaginable. You’ll get to manage the entire park, 
from building and maintenance to research and development. 
And you’ll wind up hopelessly addicted to creating the 
amusement park of your dreams. 


AMES 



...IS done out of a 


church. But the Gathering 
of Developers aren't 
choirboys — considering 
that they have titles like 
MAX PAYNE, heavy METAU 
FAK.K.2 and KISS: 
PSYCHO CIRCUS in 
development. Who are 
they, and why do they 
think they're out to save 
gaming? 

by Ken Brown 




.COMPUTER 





G.O.D. Cofounders 
Mike Wilson (above, 
left) and Harry Miller, 
and the disciples (inset) 
in their converted 
church offices. 


I t's anything but business as usual for the Gathering of 

Developers. The brash new Dallas-based game publisher- 
otherwise known as G.O.D.-^as shaken up the industry by 
shaping itself as a developer's collective. Their strategy: Fund 
good games by successful developers, pay higher royalties, 
and give game makers more credit and creative freedom. If the G.O.D. 
strategy pays off, it could result in healthier independent developers 
and better games, it may also serve as a hedge against the kind of 
publisher consolidation that has occurred in the console-game sector 
of the industry. 

To fulfill their vision, G.O.D. cofounders Mike Wilson and Harry 
Miller set out to create the gaming industry's version of the film 
world's United Artists. UA was formed in 1919. when Douglas 
Fairbanks and Mary Pickford got fed up with the way the big studios 
were exploiting people. They formed a company that rewarded their 
talent and put more of the decisions in the hands of those who 
understood movie making. With that in mind, Wilson and Miller 
formed a collective with eight developers, including 3D Realms, Ritual 
Entertainment, and Terminal Reality, all of which have a say in the 
titles G.O.D. publishes. 

The strategy has been controversial. Early critics claimed that 
G.O.D. wouldn't have the marketing muscle to put enough of its 
titles on mass retailers' shelves. Others said putting the lunatics in 
charge of the asylum would lead to blown deadlines and kitchen- 
sink game design. 

But the evidence is beginning to mount that G.O.D.'s plan is indeed 
working. In the 18 months since G.O.D.'s inception, it has helped 
develop 10 games, published JAZZ JACKRABBIT and RAILROAD TYCOON II 
(both of which sold well), and has a string of impressive titles lined 
up that Include FLVI, MAX PAYNE, HEAVY metal: FAK.K.^. nocturne, 
and others (covered in the following pages). G.O.D. also appears to 
have made an impact on the way publishers structure developer roy- 
alties, which have grown from the low teens to 20-30 percent. 

That's not to say G.O.D. is taking over the world. Since the compa- 
ny is so lean, with a skeletal marketing and management crew, the 
Gathering can't fund more titles before shipping a top seller or rais- 
ing outside capital. In addition, G.O.D. still hasn't attracted a top-tier, 
high-profile developer like id Software, Ensemble Studios, or Valve. 
Even 3D Realms, arguably the highest-profile member of the 
Gathering, hasn't committed wholeheartedly, allowing only certain 
titles to go out under the Gathering label (and DUKE NUKEM FOREVER 
isn't one of them). 


WHAT'S G.O.D.'S PLAN? 

So where is all of this leading? No matter how successful the 
Gathering is, it probably won't threaten the long-term hegemony 
of publishing powerhouses like EA and Microsoft. But Wilson 
believes it's important for someone to act as a counterweight to 
the big boys. He wants the Gathering to "keep the balance of 
power weighted in the direction of the creators rather than the 
financiers, before consolidation makes things really scary." 

Of course, G.O.D. could become a big boy itself. It happened to 
United Artists and, more recently, to Electronic Arts, which was 
founded on some of the same ideals. 
G.O.D.'s founders have said that they 
expect to grow with the addition of 
other development companies, and 
they hope to take on more titles when 
they have the money. And what if they 
got an offer for S50 million to sell out? 

"I'd take it," Wilson replied. "Then I'd 
buy one of my other partners out and 
get back in. It's still too much fun shak- 
ing things up in this ridiculous industry 
to walk away completely, and I don't 
know how anything could compare to 
the Gathering in that area." 


COMPUTERCAMINC WORLD 'JUNE 1999 103 


PHOTOS BY: JOHN BELL 



Genre: Action • ETA: Q1 '00 • Developer: Remedy Entertainment 


MODEL THIS! ! ! MAX PAYNE's ballistics model is impressive. In this shot you can 
clearly see each individual pellet — and you'll feel them too. 


M ax Payne is in a world of hurt. As an undercover DEA operative in 
New York City, he’s not in the easiest of professions. Three years ago 
his wife and child were brutally murdered by the New York Mafia, and 
he now finds himself undercover and up to his neck in the biggest 
organized crime family in the city. It seems that tiiere is a new, deadly 
drug on the streets, Valkyr, and Max is getting close to the source. But just as he gets onto 
something big, his superior officer is killed and the murder is pinned on Max. This of course 
hits all of the local papers, blowing his cover in the mob. Quickly he finds himself being chased 
by the cops and the Mafia. Welcome to the world of Max Payne. 

MAX PAYNE is being developed by Remedy Entertainment in Helsinki, Finland, under the 
watchful eye of the game's publisher. Gathering of Developers (G.O.D.). Remedy isn't very 
well known (the company's biggest hit to date was the driving title DEATH RALLY, a lackluster 
seller), but with G.O.D. 's help, the company hopes to hit the big time with MAX PAYNE. 


In the Gritty Underworld 

Max's trials will take place in areas ranging from down-and-dirty industrial settings all the 
way to palatial, upscale havens where the "real evil dwells,'’ according to MAX PAYNE's Game 
Designer Sam Lake. 

Some of the game's interiors sport amazing detail. The designers have created realistic envi- 
ronments that are unmatched by anything else we've seen. It's one thing to conjure up alien 
environments, but quite another to accurately and believably render the real world. 

The game will use dynamic radiosity lighting to ensure that the environments are as believ- 
able as possible. Realism and beauty do have their price, of course. MAX PAYNE will be 3D- 
accelerated only (supporting Direct3D along with native support for many 3D cards); there will 
be no software rendering for the Luddites among us. 

For that extra sense of realism, the Remedy team is sending a group of artists, armed with 
cameras, into the streets of New York City to gather scenes that will be incorporated into the 
game's environments. The designers intend to take the real world New York City scenes down 
a notch into the gritty underworld of film noir — and just when New York's image was starting 
to improve. Rudy Giuliani won't be pleased. 


What a Character 

But it's not just interiors and exteriors that show the designers ambition. Max and his 
adversaries are also rendered in great detail. The game's skeletal animation system wraps 
several layers of player "skins" around a simulated skeleton, resulting in characters whose 
clothing and motions are very realistic. Capes and coats flap in the wind, and roll-and-dive 
moves border on the cinematic. 

The traditional downside to detail in computer games has been the unavoidable slow- 
down in frame-rates at higher detail levels. Remedy has solved this problem in MAX PAYNE by 
using what Project Lead Petri Jan/ilehto calls a "level of detail" system. This renders objects 
in the distance with relatively few pixels, and uses progressively more pixels as the objea 



comes closer and fills a greater portion of 
the screen. In this way, the computer has to 
perform fewer of the complex calculations 
that slow down scene-rendering. Another 
trick the design team is using to maintain 
high frame-rates is something called "exit 
optimization." In this technique, the comput- 
er draws only what the player sees, instead 
of everything in a specific area, whether or 
not the player is aware of its presence. For 
example, if you're looking through a door- 
way, only the objects and portions of walls in 
your direct line-of-sight will be rendered. 

Cinematic Action 

The Remedy guys are major movie buffs, 
and it shows in MAX PAYNE's design. Remedy 
hopes to let the gamer have a cinematic 
experience while playing the game, all the 
better to draw him into what Remedy 
promises will be a deep plot. That's why they 
decided to show Max in the third-person per- 
spective. The designers felt that a first-person 
perspective just wasn't an option to fully 
show off all of the great moves Max has at 
his disposal. 

If you've seen any John Woo movies, you 
already have a good idea of the kinds of 
moves Max is capable of performing in the 
game. From the standard crouch to the 
supercool sideways jump while opening up 
with both barrels to falling backward into a 
rolling getaway move. Max will execute 
moves other game characters can only vir- 
tually dream about. 

Of course, Max isn't invulnerable by any 
means. If all that dodging and jumping 
doesn't quite get him out of danger and he 
ends up taking a bullet or two, he'll accu- 
rately reflect the injury. If he's shot in the 
leg, for instance, he'll limp his way through 
the rest of the game. And if he takes one 
through the chest, well. ..be sure to check 
out that exit wound coming out of his 
back before you reboot. 


LIGHT UP THE NIGHT These two shots 
demonstrate the impressive lighting 
effects in MAX PAYNE. Notice how the 
shooter's face and body are realistically 
lit by the muzzle flash. 





SPLATTERFEST 1 01 This shot demonstrates the particle rendering that the Remedy team 
is building into MAX PAYNE (notice the splattering blood). 


"If Max takes one through the 
chest well ...be sure to check out that exit 
wound cowing out of his back before 
you reboot" 


Super Slo-iVIo 

One of the more novel aspects of MAX 
PAYNE is its use of slow motion. Throughout 
the game, the gamer will see many sequences 
play out in John Woo-style slo-mo action 
scenes that let you fully appreciate the level of 
detail while you experience that ever-so- 
important movie feel. The slow motion will be 
scripted into the game, so that it will kick in at 
predetermined times. Slow motion will also be 


i/.computergaming.c 


COMPUTER GAMING WORLD ‘JUNE 1999 





^ "The designers intend to take 
the real-world New York City scenes down a 
notch into the gritty underworld of film noir 
^ Rudy Ciuliani won't be pleased." ^ 


used as a reward of sorts for a well-placed 
shot on an enemy. If you score a difficult head 
shot, for example, a slow-motion instant replay 
will show the exchange from a different angle. 
Jarvilehto says that Remedy Is considering let- 
ting the gamer toggle the slow-motion mode 
on and off, but at present it is always on. 

The designers also plan to make a fully 
slow-motion multiplayer mode to provide a 
whole new dynamic to the standard death- 
match. According to Jan/ilehto, this option 
will let you take more time to plan your 
moves — and to savor your enemy's destruc- 
tion. It remains to be seen how this element 
will appeal to gamers, but the Remedy crew 
is very excited about this newest twist on the 
multiplayer theme. 

You Will Now Die, 

Bad Guy 

Weapons in MAX PAYNE will be stricity 
real-world stuff. If you're looking for alien 


death rays and plasma bombs, 
you're in the wrong place. However, 
that doesn't mean that the guns 
available in MAX PAYNE will be 
without co/ones. Take, for example, 
a fully automatic shotgun that 
Remedy dubs "The Jackhammer." 

After seeing this thing in action, I 
was ready to trade in my BFG on 
the spot. 

To enhance the realism of 
the guns, all weapons will be 
rendered using volumetric par- 
ticle systems that model the 
weapon's muzzle exhaust and 
flash in great detail. To put 
things right over the top, the 
particles are randomized in 
each passing frame, resulting in 
a supenealistic look and feel. 

Tlie bullet trajectories are modeled with real 
physics that take into account the effect that 
gravity has on each projectile — all the way 


down to that last shotgun pellet ripping 
through your victim's temple. And if you run 
out of ammo? Then it’s time to pull out your 
trusty Louisville Slugger and the fresh can of 
whup ass that comes along with it. 

Comic Book...er... 

Graphic Novel Flavor 

In designing MAX PAYNE, the Remedy team 
decided to incorporate one of its favorite pas- 
times, reading graphic novels, as a reward to 


FROM BACK 
STREETS TO 
BALLROOMS Max 
will go through a 
varied range of environments, from 
grimy warehouses to gilded mansions. 

gamers for completing a level. Instead of a bor- 
ing "Level Loading— Please Wait" screen, 
graphic novel panels will round out the story- 
line while the next level loads. 

As an aside, there are even 
rumors that a MAX PAYNE movie 
project may come out some- 
time after the game debuts. 
Through his connections with 
G.O.D., Gene Simmons of KISS has 
secured the rights for any such MAX 
PAYNE film. No word yet as to who would 
play Max — Gene himself, perhaps? Nah. 


Grow Your Own 

Remedy will include an impressive package 
of editing tools with MAX PAYNE. The level 
editor, MaxEd, is the most user-friendly editor 
we've ever seen. It's a true drag-and-drop, 
WYSIWYG (what you see is what you get) 
editor that will aaually be easy and—get 
this — fun to use. After having slogged through 
some simple room design with DeathMatch 
Maker and WorldCraft, I was amazed at how 
easy it was to create a level with MaxEd, if all 
goes according to plan and the editor does 
indeed ship with the game, home-grown level 
designers will be in heaven. 


The Bottom Line 

The danger in making a very cinematic 
game is that it will be pretty to look at, great 
to read about, and boring as hell to play. By 
adding new, experimental elements like slow 
motion, the Remedy designers are going 
out on a long, precarious limb. But if 
they succeed — and it looks as though 
they very well might, in spectacular 
fashion — they will take action gaming 
to the next level. Here's hoping they 
do. Watch upcoming issues of CGW 
for updates as MAX PAYNE nears 
completion. T<n'.7 
for more mfo, check out the 
MAX PAYNE Web site at www. 


maxpayne.com. 


BULLET IN THE HEAD Max can do tons 
of cool John Woo-style dives and rolls. 


,106 


COMPUTER GAMING WORLD ‘JUNE 1999 


'.computergaming.c 





I ' You Don't Know Jack Volume 4: 
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Heavy Metal: 
F.A.K.K.2 


Ritual Takes a 
Ride on HEAVY 
METAL: F.A.K.K 


H eavy Metal is the ultimate teenage fantasy come to life; mind-bending 

animation, intense violence, and hard-driving rock. The 1981 movie was an 
electrifying ride across 1 1 unrelated (and inconsistent) stories linked by a 
mysterious green orb. Spawned by the fantasy magazine that featured 
some of the world's most psychotic illustrators, it became a cult classic. 
Now, two all-new, wildly stylized Heavy Metal pro\ec\s are heading our way. A new movie, 
coming this fall, will combine bizarre 3D animation with an epic story and a sexy female 
heroine (based on B-movie queen and former Penthouse Pet Julie Strain). Meanwhile, Ritual 
Entertainment is working on a game using the QUAKE III engine that will blend action, adven- 
ture, and innovative combat control in the Heavy Metal universe. Eager to see how the game 
is taking shape, we flew to Dallas to get the world's first look. 

What the Hell Is F.A.K.K 2? 

Heavy Metal: FAK.K.^, the movie, is the brainchild 
of Kevin Eastman, cocreator of the Teenage 
Mutant Ninja Turtles (hey, at least the cow- 
abungholes are helping to subsidize some- 
thing interesting). The story behind the 
movie evolved from the 1 993 graphic 
novel The Melting Pot, by Eastman, Simon 
Bisley, and Eric Talbot. After The Melting 
Pot, Eastman wanted to do an epic film 
with a strong female lead and an evil 
nemesis. 

"I always wanted to create a heroic 
adventure with a female star," says 
Eastman, "thriving in a backdrop that would 
combine the desperation of Road Warrior, the 
intensity of Aliens, the visual feel of Blade Runner, 
and the magnitude of Akira Kurosawa's Ran. It's 
intensely violent, very fast-moving, very fast-paced," 

In the futuristic story, F,A.K.K. stands for Federation Assigned 
Ketogenic KilIzone, a biohazard warning to interplanetary 
explorers. F.A.K.K.^ indicates a biohazard so dangerous that 
nothing can survive it. F,A.K.K.^ is also the name of an idyllic 
world and the woman who is trying to protect it. But the real reason Eastman coined the 

term is because he wanted his female lead to have a name that sounded like "F you!" 

With love in her heart and two automatic, four-barreled blasters in her hands, F.A.K.K.^ 
sets out to free her sister from a ruthless monster (Lord Tyler) who ravaged their planet. 
The $15 million movie is coming this fall from Sony & Columbia Tristar, (If you want to see 
how it's taking shape, check out the Heavy Metal site at www.heavy-metal.net/ 

Default-2.htm, and click on "Animation 

Background.") 


HAPPY MASK Gith 
Industries wants its 
workers to be happy. 


■■ ‘ .,f, ■ , 

f 1 

I 

■ \I by Ken Brown 

Genre: Action/Adventure • ETA: Q4 '99 • Developer: Ritual Entertainment 


What About the Game? 

The game's story picks up where the 
movie leaves off. 
Players control 
F.A.K.K,^ (a.k.a. 
Julia, a.k.a. the 
StarStrider), who 
must now defend 
her homeworld 
from invasion by a 
Borg-like collective 
known as Gith 
Industries. (Who 
writes this stuff?) 


JULIE STRAIN Former Penthouse Pet Julie 
Strain provided the inspiration for the 
heroine in HEAVY METAL: F.A.K.K.^. Oh, 
and she's Kevin Eastman's wife. 


COMPUTER GAMING WORLD 'JUNE 1999 






BELPHEGORIAN CITIZEN 

These charming freaks are large, mentally 
deranged inhabitants of the Belphegorian 
slums. They relish in the physical and will go 
to extreme lengths to "perfect" themselves. 
Anything from removing an old arm to make 
way for a new one to aggravating the pox 
rash they have on their butt. The redder and 
more painful and pustulant, the better. 


HEAVY metal's QUAKE 111 engine can handle large 
spaces, curved surfaces, and 24-blt color, 


Gith — think Microsoft meets Mussolini in an H.R. Geiger nightmare — 
has been motoring around the galaxy in a spaceship strapped to a con- 
quered, decimated planet. The company is looking for an upgrade and 
has discovered Julia’s world. Time for our heroine to break out the four- 
barreled blasters again. 

Ritual describes the gameplay as TOMB RAIDER-esque: third-person 
perspective with equal parts action and adventure. As with TOMB 
RAIDER, the designers chose the third-person perspective to show off 
their female character. But there is a more intriguing reason: Two- 
handed combat will allow both ranged weapons and melee weapons 
simultaneously. 

"You'll be able to outfit your character with different combina- 
tions of swords and guns and be able to use both at the same 
time," said Project Manager Steve Hutchins. "Picture Braveheart-t^pe 
slashing while wading through an onslaught of enemies. Right now 
we are looking at right- and left-hand attack buttons to keep things 
simple; that coupled with off-screen outfitting should reduce the 
overall numbers of keys you have to learn. You’ll thank us later 
when you see how many enemies you can encounter at one 
time," Hutchins added rather ominously. 

In addition, combat should be more grisly and realistic 
than in previous games. The game's QUAKE 111 engine allows 
body parts to be swapped or removed instantly, enabling such 
effects as blown-off limbs, gaping holes, severed parts that still 
move, and more. Expect new warnings about playing too soon 
after eating when the game ships. 

Sights & Sounds 

There are a couple of things for which Heavy Metal is known — 
both the film and the magazine — and those things tend to raise 
more than a few eyebrows. Judging by the early artwork, audiences 
can expect to get an eyeful in the movie, which will likely get a PG- 
13 rating. Nudity in games, however, is a sensitive matter, given the 
availability of games to minors. Developers are often caught in the 
middle between their desire to build visually interesting games and 
their need to sell those games to large retailers. What does the team 
from Ritual plan to do? 

Art director Rob Atkins says, "We are going to make a fun game 
based around an adult movie/magazine with a sexy female hero. If we 
sneak in a nipple or two here or there, I doubt that anyone will give a 
shit. Wal-Mart and the other retailers are more concerned with what the 
box looks like on their shelves than the content." 

Heavy Metal is also known for its hard-driving soundtrack. Since 
Ritual has full access to use the characters, voices, art, and music from 


COMPUTER GAMING WORLD ‘iUNE 1999 



Heavy Metah F.A.K.K.^ 



Heavy Metal Links 

vvww.heavy‘inetal.net 

www.ritual.com 

www.toiigue-zIne.com/issue/words/eastman/ 


SWAMP THINGS Ritual wants the game to have an organic, otherworldly look. 


the movie sequel, it's likely the game will 
have a kick-ass soundtrack. At press time we 
were unable to obtain a complete list of 
songs, but Kevin Eastman has been talking 
with a number of music groups, including U2, 
Smashing Pumpkins, Hole, Metallica, KISS, 
Sammy Hagar, Alice in Chains, and Aerosmith. 

With all of the assets of the movie at its 


disposal, plus the QUAKE III engine. Ritual 
has a very good chance of producing a 
standout game. Whether the company will 
or not depends on many factors, not the 
least of which is learning from the mistakes 
it made with SiN. To their credit, the 
designers have changed the way 
they work and affirm that they 


will perform whatever bug-testing is nec- 
essary in the future to ensure quality prod- 
ucts, We sure hope so, because if they get it 
right, this game will rock in more ways 
than one. 

{G.O.D. feature continued on page / 13) 


GROUND ZERO Julia's peaceful city will 
soon be overrun with Gith invaders. 



BELPHEGORIAN TROOPER 
Thought-police thugs that 
monitor the population for 
anticorporate activities. They 
patroi the slums and darker 
areas of Raum to stamp out 
nonconformists or zealots. 


DR. ECHIDNA Tiie CEO of the 
Phantom Limb Corporation as 
well as head of the House 
Digitorum. He is extremely imagi- 
native and completely 
deranged. 


FLESHBINDER Fleshbinders are the number one product 
made at the Phantom Limb Corporation. They are an amal- 
gam of body parts and fluids of various races collected by 
Gith Industries. Their purpose is to collect those who do not 


Jld 


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Go to #210 @ www.computergamlng.com/lnfolink 




Rc'AlhASi 


BaLbaRS 




Legends of treasures lost and monsters to be defeated abound in the region. Almost all have 
at least some basis in truth. Are you up to the task? Wili you return with even more fame than 
you accumulated in your previous travels? Or will you journey off; never to be heard from 
again-the source of your own legend, in turn...? 


Continue your adventures with the character 
you created in the original game. 


Join up with new Jriends or meet old enemies. 


More poweijul spells, talkative NPCs, and 
additional enchanted items to be found. 


Midtiplayer support - up to 6 pickers via 
modem, LAN, or Internet. 


^ www.mterplay.com/bgtales M ^ 


lUnMOtmriCuibeiilSIiWirtbrf. UbitiiimfVH. 


INiortNiBOimunnCin. U mu Uuml. Ulw-tClli.liUr^btlttttitl>tt>Mbul.fvtiRn 
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Go to #163 ® www.computergamIng.com/lnfolink 


KISS: Psycho 
Circus 


(IiD 


iGame] 


The Psycho Circus 
Is Coming to Town 


Genre: Action 
ETA: Q2 '00 

Developer: Third Law Interactive 


K ISS is 

back with 
a vengeance. 

The original line-up (Gene Simmons, Ace 
Frehley, Peter Criss, and Paul Stanley) is back 
on the world stage, touring in the United States 
and Europe and raising a new KISS army. Their 
licensing army is also on the march, spinning off KISS 
masks, KISS guitars, KISS Wrestling, and even a KISS com- 
puter game. Is it too much? It always is; that's why it's KISSl 
Now in development, the computer game — KISS, PSYCHO 
CIRCUS: THE NIGHTMARE CHILD— is based on the KISS. Psycho 
Circus comic book series by Todd McFarlane, the creator of 
Spawn. Developer Third Law Interactive, a start-up group com- 
prised of Ion Storm refugees, is using a modified version 
of Monolith's Lithtech engine, which was used for SHOGO 
and BLOOD 2. Third Law plans to rev the engine extensively 
and throw down a hail of nasties your way, 

"We're an unproven group, so we want an intense, action- 
filled experience," says Sverre Kvernmo, game designer for 
Third Law. Gamers will have to contend with large groups 
of demon-spawn, the creations of an unborn evil that is 
somehow altering reality. As the game progresses, the 
gamer advances from mere mortal to a creature of godlike 
powers, based on McFarlane's characterizations of The Elder (alter egos of 
the members of KISS). 

Gameplay will vary as you control each of the four Elders, with different 
environments, powers, and challenges. You'll need to assemble the five parts of each KISS 
member's costume to give you the power to defeat the Nightmare Child, since each item 
holds special powers. The platform-boots, for example, will increase your jump height; the 
breastplate gives you better protection, and so on. (We wonder what Gene Simmons' 
tongue will do.) 

Watch for this interactive oddity to come out early next year. 


Rune 


ITalKg] 

ivikliiSI 


Play Out Your 
Nordic Fantasies 
in Rune 


Genre: Action/Adventure 
ETA: Q2 '00 

Developer: Human Head Studios 


A dmit it, you've always wanted to put on the Viking helmet and go bash 
some heads. Here's the game that will let you fight battles with Viking 
weapons and explore a strange world where mythical creatures and gods 
exist. You'll play Ragnarok, a 10th-century Scandinavian warrior. You venture out to 
battle with warring tribes, angry gods, and giant snakes 
that breathe fire. If you can stop whatever seems to be 
annihilating the Viking population, you'll prove worthy of 
\ entering Valhalla, the great beer hall in the sky. 

RUNE is being developed by Human Head Studios, 
'edmposed of former members of FASA Interactive 
V and Raven Studios. For RUNE, Human Head has 
teamed with Epic and is using a modified version of 
the UNREAL II engine. 

" "Visually we're going to be on par 

^with UNREAL 11," says Human Head 
biz guy Tim Gerritson, "Some of the 
' features we're building in include 
’ enhanced physics, more natural level design, 
curved surfaces, and ambient life. We 
want to make each level memorable. Our 
j i^oal is to make a game that is epic in feel 
jrather than scope." 

/ A Gamers will be able to equip themselves 
with armor and use an assortment ofViking 
'' weapons, such as axes, swords, and hammers. 

' Ragnarok may also have a few magic spells up 
his tunic. The game will be designed with single- 
j^^and multiplayer levels, so that you can cross 
swords and bash skulls with your friends. 

Watch for RUNE’s mystical take on action. 


COMPUTER GAMING WORLD •JUNE 1999 










Ken Slater 

8:07 a.m. | 

April 9, 1999 
Northbound Termii 


The Faithful Shall Be Rewarded. 

Coming Fall, 1999 www.pop3d.com 

Goio#193 @ www.computergaming.com/infollnl( 




liJilliHiMill 









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IN SEARCH OF THE ULTIMATE GAMING MACHINE 


'i Unccrtaiti Future 

Licensing Squabbles and USB 2.0 Announcement Cloud Horizon 


by Dave Salvator 

G iven its peer-to- 
peer abilities, high 
data rate, and rela- 
tively low cost. 
Firewire seems a 
great candidate for someday 
connecting your PC to your home 
entertainment center with a sin- 
gle wire. But between Apple's 
greed and Intel's control fetish, 
Firewire looks as though it may 
suffer several serious setbacks. 

Apple recently announced that 
it was going to charge $1-per- 
port licensing fees for the manu- 
facture of Firewire application- 
specific integrated circuits 
(ASICs). These fees, viewed by 
many industry types as excessive, 
could cause the price of Firewire 
(also called IEEE 1394) and 


Firewire-based products to be 
pushed up. As a result, Intel and 
other concerned companies may 
decide to engineer another ver- 
sion of Firewire, called 1394B, 
that dances around Apple's 
patents. Apple's licensing move 
also angered many in the PC uni- 
verse, including industry heavy- 
weights Microsoft and Compaq. 
And while Apple has since 
rethought its position, it’s still 
unclear as to what the final 
arrangement will be. 

Intel muddied the waters even 
further with its announcement at 
the Intel Developer's Forum of 
USB 2.0, which the company 
claims will have a top-end data 
rate of 240Mbits/sec — 20 times 
the current top-end speed of 
12Mbits/sec — thus making USB 
2.0 potentially a more direct 


competitor with Firewire. The 
move marks something of a 
departure for Intel, which until 
recently was an avid supporter of 
Firewire. 

There's big money at stake 
here, since the winner of this 
standards war will have its prod- 
uct not only in nearly every per- 
sonal computer shipped (Mac or 
PC) but also in many home 
entertainment components, 
including DVD players, amplifiers, 
and TVs. 

Firewire is currently better 
suited to be this universal con- 
nector, primarily because it's 
here now but also because, as a 
peer-to-peer technology, it does- 
n’t need a root-hub to control all 
devices on a network — a limita- 
tion that USB has. At this point 
USB 2.0 is little more than a 



paper tiger, but unless Apple 
is willing to define licensing 
terms that are more reasonable, 
its current stance may well 
scuttle widespread adoption of 
Firewire and force the computer 
industry to devise an alternative, 
which could take more than 18 
months. B33 


TNT2 Comes Out Swinging- 




Last year, graphics chip rollouts were 
spread pretty well throughout the year. But now, 
with new chips from Matrox, S3, nVidia, and 3dfx all 
shipping within weeks of one another, there's one 
hell of a rumble taking shape in the marketplace. 
And judging from early numbers on Diamond's Viper 
770, nVidia definitely won't be accused of bringing a 
knife to a gurjfight. We got our hands on final hard- 
ware and beta drivers for the Viper, and what we 
saw was a very fast very stable board that should 
keep nVidia at or near the top of the heap. 

In comparison tests against a current TNT board 
using nVidia's reference drivers, as well as against 


ATI's Rage Fury, theTNT2 chip clearly took no pris- 
oners. In 3D GameGauge testing, the TNT2 proved to 
be 40 percent faster than Rage 128, 30 percent 
faster than the TNT. 

Diamond has put a fan on the TNT2 chip so it 
could dock the board up to 175MH2, and this 17 
percent overdock certainly helps this TNT2 board 
post its impressive scores. And while nVidia has stat- 
ed that the standard clock speeds for TNT2 will be 
1 2SMHz and 1 50MHz, Diamond's part seemed to 
run cool, generating little heat. 

Just for fun, we booted up GT Interactive's 
POWERSUDE, a good-looking driving title; and 


cranked the resolution up to 
1600x1200x32, expecting theTNT2 to jjr 
have a decent frame-rate. To our pleas- 
ant surprise, frame-rate was still very smooth, and 
image quality was very good, thanks in large part to 
running at the higher resolution. 

Matrox's G400 and S3's Savage4 have yet to 
weigh in, but from early demos we've seen they're 
going to be solid parts as well. So between these 
guys, nVidia, and 3dfx, we're most likely facing a 
wealth of graphics card choices this summer. As 
soon as we can, we'll bring all of these guys to OK 
Corral and see who's the new fastest gun. 


3D GameGauge 800x600 
ATI RAGE128| 
RIVATNT w/Detonator driver | 
Viper 770 (TNT2) | 


3D WinBench 99 1024x768x16 

|67.2 75.3 ^9162.2^45.1 408.7 ATI RAGE128 £ 

1 74.6 73.9 ’ 59 .82 ^46 462.8 RIVATNT w/Detonator driver [ 

88.6 7g! 2"; 126.3 ;45.7 583.2 Viper 770 (TNT2) [22 


www.compulergaming.c 


COMPUTER GAMING WORLD » JUNE 1999 


A 




“European Air War’s 
outstanding gameplay and 
wealth of features make it the 
current leader of the WWiI simulation 
crop” -PC Corner, 89%, Editor’s Choice Award 


“This World War II simulation 
captured the feeling of being in a 
living, unpredictable combat 
environment better than any 
other sim released this past year” 
-Computer Gaming World, 4 stars 


European Air War succeeds at 
providing the experience that 
makes arm-chair fighter pilots 
they’re truly leaving their 
surroundings behind" 
-Gamespot 


K A C li I M (£ 



“No previous sim covers so 
many different weapons and so 
many tasks in detail... it’s all here 
and it’s all beautifully executed” 
-PC Gamer, 95%, Editor's Choice Award 


“Falcon 4.0 is the deepest, most complex air 
combat sim yet... The campaign also creates 
the greatest sense of playing a small but 
important part of a huge battle” -PC Gamer 




“Thoughtful gameplay design and the 
effort to bring players a sense of the 
true fighter pilot’s experience can be 
felt throughout the game” 
-Computer Games Strategy Plus 




“European Air War combined huge 
dog fights, a great campaign system 
and realistic physics to make a game 
that was very hard to put down” 
-IGN PC.com, Sim of the Year 



“The care and attention to detail 
that went into every aspect of 
European Air War, from the hefty 
manual to the bomber nose art, 
represents a serious achievement” 
. -CNET GameCeriter 


1 M (z 





6 1999 Hasbro Interactive Inc. Alt Rights Reserved. MICROPROSE is a registered trademark of 
HASBRO INTERACTIVE or its affiliates. All other trademarks are property of their respective holders. 


“Falcon 4.0 is an incredibly detailed 
simulation that in many ways exceeds 
training systems in military use.” 
-Computer Gaming World 


“Bottom line: this sets the new 
standard in flight sims” 
-Wos/imgton Post 



Murphy's Field Day 

A Lesson in Following My Own Advice 


by Loyd Case 

T his column was originally 
going to be about nifty 
little utilities I use, and 
how they can help read- 
ers tweak or improve 
their systems. Maybe I'll 
still do that one some 
day. However, my 
research for the column was inter- 
rupted when Murphy’s Law, cou- 
pled with my innate ability to 
overreach, got me in big trouble. 
It's such a good cautionary tale 
that I can't help writing about it. 

It all began with Winalign, a 
little utility that ships with the 
Windows 98 Resource Kit. It sup- 
posedly restructures Windows 
programs so that they load more 
efficiently, speeding up software 
loading. It sounded like a good 
idea. In the help file for Winalign 
was a blurb suggesting that per- 
formance may not improve until 
you defrag the hard drive after 
running Winalign. 


Meanwhile, Back 
at the Ranch 

I decided it was time to re- 
architect my production system. 
I've been wanting to get more 
serious about learning 3D model- 
ing and digital video, but being 
the kind of person 1 am, I wanted 
the production system to be the 
best performing system I could 
build. Although my priorities are 
different from those of most users. 
I'm still budget-constrained— I 
couldn't go out and build a hot- 
rod DV rig without wrecking my 
marriage. Then I realized that the 
system I use every day had an 
Ultra2 SCSI controller and two 
7200RPM SCSI drives. That's big- 
time overkill for running Word, 
surfing the Net, and playing a few 
games, so I thought I'd make that 
my 3D modeling learning rig. I'd 
recently upgraded one of the 


Ultimate Game Machines to a 
Pentium 111, so I had a spare 
Pentium 11/450 available. I also 
had a couple of big EIDE drives 
and an Intel motherboard. All I 
needed was a case, a power sup- 
ply, and a floppy drive. 

At the same time, the no- 
holds-barred rig needed a new 
motherboard tray in the Inwin 
tower case, as I'd successfully 
stripped the screw holes on 



one: Always test a new utility on 
a small scale until you know 
it's safe. 

So, of course, when I ran 
Winalign for the first time, I ran it 
on the entire Program Files folder 
on my main production system. 

Strike one. 

Rule number two: Never, ever 
make multiple changes without 
testing each change first. 

The next thing I did was run 
Norton Utilities Defrag Utility. As 1 
was perusing the defrag utility, I 
came across a seemingly helpful 
item; the Norton Optimization 
Wizard. It stated, seductively, that 
my system would run better if I 
optimized the swap file. So I ran 
it. After a reboot, defrag came up 
and started running. Note that by 
now, I'd run Winalign on all my 
critical applications, run the sys- 
tem optimization wizard, and was 
defragging the drive. 


new 9GB drive. I used Ghost — a 
very cool partition-copying utili- 
ty — to try to copy the old parti- 
tion to the new drive. There were 
a number of "bad sector on read" 
errors, which wasn't good news. 
But the partition copy completed, 
and I booted the new drive. 
Explorer promptly crashed. 

I did a refresh install of 
Windows 98. After doing 
this twice, and swearing a lot, 

1 finally got a good boot. But 
whenever I would right-click on 
"My Computer," the system 
would hang. 

Finally, I gave up. 1 nuked 
Windows 98 and did a clean rein- 
stall, including all my applications. 

Strike three, you're out. 

It was a hard lesson — and 
what made it worse was that I 
knew what I’d done wrong. I 
ignored my own rules, got a little 
cocky, and ended up wasting a 


Someone should have showed up on 
my doorstep and told me I was nuts. 


several mounting brackets. So I 
thought I'd swap trays. 

Did I mention it was CGW's 
deadline week? 

To recap. I'd decided to run 
some new utilities on my main 
machine, build a new system, and 
swap motherboard trays on the 
power rig, all during deadline 
week. This is the point where 
someone with some common 
sense (my editor, maybe) should 
have showed up on my doorstep 
and told me I was nuts. My reach 
was definitely exceeding my 
grasp, but I didn't realize it. Then 
Murphy came a-knockin'. 

A Few Simple Rules... 

There are some rules of thumb 
that I use when tweaking or 
changing systems. Rule number 


Strike two. 

Rule number three: Never, ever 
panic or show frustration. The 
gods of computing delight in tor- 
turing easily frustrated users. 

I had to let defrag run all night 
(it takes a while to fully optimize 
a 9GB hard drive). When I came 
back the next morning, there was 
an error message indicating that 
a problem had been found with 
the hard drive and that Norton 
Disk Doctor or Scandisk should be 
run. So I rebooted. When 
Windows came up, every utility 
and driver that auto-loaded on 
startup crashed. So did Explorer. 
My system was totally hosed. So I 
rebooted to DOS and ran Scan- 
disk. After about a thousand bad 
sectors were uncovered, I pan- 
icked. Roughly S450 later, i had a 


huge amount of time. But wait, 
there’s more.... 

Cut to Scene Two 

I thought I'd take a shortcut 
with the new system I was build- 
ing and just boot off the Windows 
98 full-install CD. At that point, 
the right thing to do would have 
been to copy the contents of the 
\win98 folder from the CD to the 
hard drive (after the drive had 
been formatted) and install from 
there. Instead, i ran setup direct 
from the CD (after having booted 
from the CD). Now, bootable CDs 
are wonderful — no more boot 
floppies with missing DOS dri- 
vers — but they aren't perfect. 
There's an annoying bug in the 
Windows 98 setup process that 
causes weird things to happen 


rOMPUTER GAMING WORLD -JUNE 1999 


/.computergaming. com 



during the setup process if you 
leave the CD in its bootable 
state — which of course I did. 
Normaily, if I'd been focusing on 
just instailing this system, I would 
probably have remembered that 
quirk, but I was also trying to 
troubleshoot my production sys- 
tem and swap motherboard trays 
on the big rig. After several tries, 1 
remembered the problem with 
the bootable CD and copied the 
files to the hard drive. Then 
Murphy struck again — the mouse 
wouldn't work. After three instal- 
lation processes and a couple of 
mouse swaps, everything was 
hunky-dory. 

Meanwhile, the big rig was 
having its own set of problems. 
The tray swap went fine, but after 
rebooting, the SCSI hard drives 
would lock. Again, instead of 
focusing on the problem, I was 
also trying to install a new system 
and troubleshoot my production 
system. After much wailing and 
gnashing of teeth. I found some 
bent pins on the SCSI cable. 
Roughly SI 20 in SCSI cables later, 
the SCSI drives would still lock. 

After a night's sleep, I remem- 
bered that I'd recently done a 
clean reinstall of Windows 98 on 
the big rig. The ASUS P2B-LS 
motherboard uses an Adaptec 
7895 Ultra2 SCSI controller chip, 
and Windows 98 has built-in sup- 
port. But there's a bug — either in 
the driver or with the motherboard 
BIOS — that causes the CD drive to 
get confused when you copy big 
files from one hard drive to anoth- 
er. Installing an updated driver 
that I’d downloaded much earlier 
from the ASUS Web page cured 
the problem. 

Mea Culpa 

So here I sit. out roughly S600 
in hard drives and cables, and 
having had to painfully relearn 
lessons that I'd learned before. So 
this leads me to the last and final 
rule of computing: 

Rule number four: Just when 
you get good enough to be arro- 
gant about it, the gods of comput- 
ing will make you pay. 

Next time, I'll remember. Lk'iVJ 


Tech Tips 


I When playing first-person shooters 
i^'l (UNREAL, Half-Life), my system sponta- 
neously reboots. I have dual Monster 3D H's in 
SLI mode, a hardware DVD decoder, a SCSI 
controller card, two SCSI hard drives, a DVD 
drive and a CD-R. What could be the problem? 

rxn There are two possibilities. First, your 
l^*i power supply may be inadequate for 
the heavy load you're placing on it. Many 
off-the-shelf systems from companies like 
Dell and Micron come with measly 200W 
power supplies. You may need to upgrade 
your power supply to something beefier, like 
a 300W unit. 

The second problem could be heat related. 
Add an additional cooling fan to the case. 
You might even consider adding specialized 
Voodoo! coolers. Also, clock back the 
Monster ll's a bit, which could help reduce 
any potential heat issues. 

lA I I tried to install TalonSoft's West Front 
1—^ recently in my spanking new Gateway 
system, but when I try to run the game, it 
keeps asking me to insert the CD. But the CD 
Is in the drive! What gives? 


A. 


This isn't TalonSoft's fault. TalonSoft — 

I and many other game companies — are 
moving to CD-ROM based copy protection 
mechanisms. In some cases, we've seen 
incompatibilities with certain CD-ROMs and 
DVD drives. However, the Gateway problem 
specifically lies with their BIOS. You need to 
get a BIOS update from the Gateway Web 
site and update your system. If this makes 
you nervous, have a Gateway technician 
walk you through the process. 

]W”j Help! I just tried to download and 
install Internet Explorer 5.0, and my 
graphics card no longer works properly. It's a 
Diamond Viper 550. Is there any way to fix 
the problem? 

I « I Diamond discovered a problem in cer- 
l ^' l tain cases where installs of new drivers 
somehow interacted with IBS. Diamond's 
now got a new driver on their Web site that 
fixes the problems with IBS. 

lA I I recently tried to add a 3Com PCI eth- 
1M*I ernet card to my system. It has an ABIT 
BH6 motherboard. The system refuses to 
install the drivers. How can I fix this? 


® Try putting the NIC in one of the middle 
three slots. The two outside slots (the 
one next to the AGP slot and the other next to 
the ISA slots) share IRQs. However, the 3Com 
cards aren't happy about sharing IRQs. 

I I have a joystick connected to my 
I M *1 sound card. I just got a new, USB 
gamepad. When I install them together, the 
gamepad shows up as the top device in the 
Game Controller Control Panel, and the joy- 
stick as the second device. All my games 
refuse to recognize the joystick, is there any 
way to use both devices? 

H Unfortunately, you may be out of luck. 

In the days of DirectXS.O, there was 
actually a bug in Directinput that prevented 
the second joystick from being recognized - 
so no games really took advantage of it. 

Now, that "tradition" has continued, 
although a few games are supporting multi- 
ple controllers. Microsoft is trying to evange- 
lize game developers to support multiple 
controllers, but it may be some time. 
Meanwhile, the only thing you can do is 
manually move the joystick to the top slot 
when you want to use it. 

I have seen the terms "OEM" and 
1^*1 "white box" on discounted video 
cards. What do these terms mean? Is it OK to 
buy these video cards? 

H OEM stands for "original equipment 
manufacturer, ” which is an oxymoron- 
ic term that means a product was neither 
manufactured by nor originated within the 
company that shipped it. White box hard- 
ware is essentially the same. Both terms 
refer to hardware that is sold to dealers who 
are theoretically supposed to build it into 
whole systems. OEM hardware typically 
comes without software, except for drivers. 
In a few cases, it may also have fewer fea- 
tures. (TV output capability is a feature often 
left out of white box hardware, though not 
always.) In the past, you really had to watch 
out, as some white box hardware may actu- 
ally be less capable and perform poorly, 
despite the same name, but that's not as 
prevalent. Some memory configurations may 
only be available in OEM hardware (for 
example, 8MB TNT boards). 

Send your tech questions to Loyd at 
CGW_Letters@zd.com. 


k'.computergaminf'.c 


COMPUTER GAMING WORLD * JUNE 1999 






Pentium®/// 





HARDCORE SYSnilllS FOR HARDCORE GAMERS 

Award-Winning Micron"' Millennia^ Systems. Now available with the New InteP Pentium'^ III Processor SOQMHz. 




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17' Micron 7IXICi monitor (15.9* display) 

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COMPOniEMT 

PRODUCT 

PRICE 

THE SKIIUniY 

Motherboard 

ASUS P2B-LS 

S350 

And it's cheaper than a standalone Ullra2 SCSI card. 

CPU 

Pentium II/450 

S60S 

It's the top of the heap, for now. 

Memory 

256MB CASJ2 Corsair PC100 SDRAM 

S570 

Just think, a quarter-gigabyte. 

Disk Controller 

Buiit-in Uitra2 SCSI 

SO 

SDMB/sec. 

Primary Graphics 

Hercules Dynamite TNT 

$139 

Stability, speed, and cooling. 

Secondary Graphics 

QuantumBD Obsidian X24 

$349 

The ultimate, single-slot Voodoo^ card. 

Floppy Drive 

Teat 

$20 

You still have to have one. 

Hard Drive 

Seagate Cheetah 18 

$9SS 

It’s big, it's fast, it's loud. ..two out of three ain't bad. 

Sackjp 

iomega Jaz 2 

$325 

2GG of backup. 

Hard-Drive Cooler 

APS Technologies drive cooler 

$40 

Cool it. babv- 

CD-ROM 

Pioneer 6x SCSI OVD 

$249 

New Pioneer slot-drive DVD 

Monitor 

Sony FSOO 

$1,750 

Perfectly flat. Just perfect. 

Primary Audio 

Diamond Monster Sound MXBOO 

$69 

For four-speaker DirectSound, A3D, and EAX. 

Speakers 

LFT-1 1 

$500 

Beautiful Imaging, dean sound. 

Rear-Charnel Speakers 

Jamo CS-5 

$500 

Ultimate rear-channel powered speakers. 

Modem 

Copper Rocket DSL modem 

$400 

DSL at last. 

Networking 

Built-in Intel lOnoO Ethernet chip 

SO 

for fragging my buddies. 

Case 

In-Win Q500 lull-tower ATX 

$115 

New improved model. 

Power Supply 

Tuibocool 300 

$129 

More power, Scottv! 

Keyboard 

Logitech Newtouch 

$45 

In with the Newtouch, out with the Natural. 

Mouse/Pointing Device 

Logitech Cordless Wheel Mouse 

$59 

Off the leash... 

Action Game Controller 

ThruslMaster Fusion Digital 

$25 

Comfortable USB gamepad. 

Flight Joystick 

ThrustMaster F22 Pro 

$129 

It iusi feels right. 

Throttle 

ThruslMaster TQS 

$115 

More control than anyone needs. 

Rudder Pedals 

ThrustMaster Elite RCS 

$79 

Nearly perfect foot placement. 

Driving Controls 

ECCI CDS 4000 

$1,129 

For the serious sim driver. 


LEAN S, MEAN 


$ 8,666 





COMPOMEMT 

PRODUCT 

PRICE 

THE SKinilUY 

Motherboard 

Abit BX6 rev 2.0 

$139 

Five PCI slots, Softmenu, 440SX — ready lor Kalmai. 

CPU 

Celeron/400 

$165 

Effectively the same as a PII/400. 

Memory 

64MB Corsair PCI 00 SDRAM 

$121 

The only thing better would be 126MB. 

Disk Controller 

Built-in UDMA/33 

$0 

NA 

Primary Graphics 

Hercules Dynamite TNT 

$139 

Stability, speed, and cooling. 

Secondary Graphics 

Guillemot Maxiqamer2 

$99 

Voodoo^ lor those Glide games. 

Floppy Drive 

Teac 

$20 

Still gotta have IL 

Hard Drive 

Maxtor 4320 8.4GB 

$175 

Fast and now more affordable. 

CD-ROM/DVD 

Pioneer DRU-704 

569 

36x and cheap to boot. 

Monitor 

OptlauestV9S 

$485 

Solid 19-inch monitor at a budget price. 

Prf maty Audio 

Diamond Monster Sound MX300 

$89 

A3D and clean audio for under a C-notc. 

Secondary Audio 

NA 

$0 

NA 

Speakers 

Yamaha YST-M28s 

$60 

The best damn $60 speakers. Period. 

Modem 

Diamond Supra 56e 

$106 

Solid performance, good price. 

Networking 

NA 

$0 

NA 

Case 

Elan Vital T10-AB 

$82 

FJiecase lor upgraders. 

Power Supply 

Built-in, 235W 

SO 

NA 

Keyboard 

Logitech Newtouch 

$45 

In with the new, out with the Natural. 

Mouse/Pointing Device 

Logitech PS/2 Wheel Mouse 

$18 

Mote frames per second??? 

Game Controller 

ThrustMaster Fusion Digital 

$25 

Solid USB gamepad 


TOTAL: 


The Fine Print: All recommendations based on actual evaluations. I 

Prices listed are average low quotes from Web price search engines like www.coniputershopper.com and www.pricewatch.com. You can also 
check prices at online stores like www.necx.com, www.esc-tech.com, and www.buycom.com. — Lists compiled by Dave Salvator and Loyd Case 


COMPUTER GAMING WORLD » JUNE 1999 


y.compulergaming.( 






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REVIEW • KDS VSF15 FLAT-PANEL DISPLAY 


Flat 'n' Noisy 


by Dave Salvator 

A flat-panel display is quite 
likely in your future. The 
question is, when? We've 
seen so-called 15-inch flat 
panels (whose viewable 
area is more on par with a 
17-inch CRT monitor) hitting the 
streets for under SI ,000, and as 
these prices continue to drop, flat- 
panel starts to look more appeal- 
ing. But look before you leap. 


COMPUTBR^ 

GAMING 


-WORLD 




PROS; Painless installation; integrated 
power/signal cable; decent image quality 
in games. 

CONS: Severeiy noisy display on test 
patterns: blurred text in Windows 98 and 
text-mode display. 

Price: $850 (street) 

MenulaciLiet: KDS Technologies 


Because of bandwidth limitations, 
analog flat-panel displays' image 
quality is often inferior to that of 
their CRT counterparts. One such 
example is KDS' newVSFlS dis- 
play. Its image quality is decent in 
games but not up to snuff for 
Windows 98 and command- 
prompt viewing. 

The VSF1 5 is a breeze to install, 
and its power cord and VGA signal 
cord are integrated into a single 
strand, making for less behind-the- 
PC clutter, The VSFl 5 is a piug-and- 
play monitor, and Windows 98 rec- 
ognized it on boot-up. 

The first sign of trouble came 
when the onscreen display (OSD) 
information reported the unit was 
displaying 1 024x768x1 6 at 70Hz 
refresh rate. This is a letdown 
because most CRTs can easily dis- 
play 1 024x768x1 6 at 85H2. Four 
OSD buttons are mounted on the 
back, forcing you to have to feel 
around, braille-style, in order to 
tweak the monitor's settings. 




The first visual glitch I noticed 
was that onscreen text in Windows 
98 was blurry and often shadowed. 
The effect got worse when I 
brought up a DOS command- 
prompt window. While running the 
VSFl 5 through a series of monitor 
test patterns, I encountered a lot of 
visible "noise" that looked similar 


to what you get on TV when a sta- 
tion isn't tuned in correctly. Color 
photographic test images (24-bit) 
fared better, looking pretty good at 
times in spite of some flaws. 

The news for games is better. 
HALF-LIFE, JANE'S \A/WII FIGHTERS, 
and VR BASEBALL 2000 all looked 
pretty good, though even there 1 
occasionally saw shadow effects 
caused by the display. 

Flat panels are still in their 
infancy on the desktop. Digital flat- 
panel displays will go a long way 
toward solving analog’s current 
shortcomings, but until a final 
standard is hammered out, the 
choices for digital flat-panel tie 
you to graphics chipsets that you 
as a gamer probably won't want. 

In the meantime, KDS' offering is 
passable for games, but for that 
same money you could get a 21- 
inch CRT (if you've got the desk 
space) and have enough dough 
left over to pick up two new 
games as well, 


I 

I 


r 

w 




!i 



Fearless warrior. 

Powerftil, chiseled, god-like | 

Experienced forester. 

Strikes fear into the heart of 
most hardened villain. 

Sleeps with one eye open. 

Brooding. Mysterious. Intense. 

Known to many as Ray the Beheadcr. 

Wit and intelligence charm townspeople 
and defeat enemies. 

Willing to give life in the fight against the dragon. 
Raw anim^ maanetism makes nin 


I magnetism 
popular with the wenches. 


him quite 




REVIEW • APPLE WVACINTOSH G3 


Mac Gaming Revivalist 

A Solid Performer, but Not Without Drawbacks 


by Dave Salvator 

ecentiy, CGkl' ringmaster 
i Johnny Wilson opined 
I that the Mac was on 
I the comeback trail. I'm 
sure many of you initial- 
ly reacted the same way 
1 I did by asking, "Okay, 

I what has Wilson been 






about G3 is its case design. The 
side of the case opens like an 
3ven door, and the main board is on 
the door, making add-ln card 
and even eventual 
new motherboard 
installs a snap. 
Kudos are in 


smoking, and can 1 have some?" 
But Apple has indeed been revived 
by iMac sales, which at last report 
were still going strong, and after 
pounding on a new G3, I'm here to 
report that Apple's got a pretty 
good gaming box on its hands. 

Basically, a Well-Hung iMac 

The new G3 touts Apple's now- 
standard sleek design, but the 
improvements go much deeper 
than its case. The new G3 has an 
available 400MHz G3 PowerPC 
CPU and a built-in ATI Rage 1 28 


COMPUTER^ 

GAMlMCi 


. WORI-D 




PROS: Great case design; solid perfor- 
mance; OpenGL compatibility; less 
experisive than past Macs. 

CONS: Still pricey compared to PCs; 
cheesy hockey-puck mouse; lacks AGP; 
game support Is still Iffy. 

3D SUPPORT: 3D Rave, OpenGL. 

Price: S3. 500 as tested 
Manufaclurer: Apple Computer 


graphics chipset — not bad. It also 
sports other cool features like 
FireWire, USB, Ethernet, and Ultra- 
SCSI 2 storage components. 

But the news from Cupertino 
isn't all good. Despite getting more 
right than ever, Apple has still left a 
few things out of the G3s. The obvi- 
ous omissions include a modem, a 
floppy disk drive, a pair of stereo 
speakers, and a 
decent mouse and 
keyboard. 

I'm writing this 
review on the G3, 
and as with its kid 
brother the iMac, 
the only way I can 
transfer the text 
from this machine 
to my usual rig is 
to email it to 
myself. Apple worked very hard to 
drive down cost on these G3s, and 
to its credit, the baseline 300MHz 
system starts at around 
$2,000, including monitor, 

But come on, Apple, be it 
ever so pedestrian, users 
still need removable media 
built into the system. 

The 8.5.1 version of the 
MacOS has several inter- 
face improvements; Internet 
configuration is easier, for 
example. But it's still miss- 
ing a game-controller control panel. 

Many game controller makers, 
including ThrustMaster, are making 
Mac drivers for their USB devices, 
so there are some decent options 
out there. But getting them work- 
ing isn't as easy as it should be. 

Gotta Call That Progress... 

Apple has finally pulled its head 
out of its. . .umm. . .out of the sand 
when it comes to gamers, and the 
G3 sends the message loud and 
clear. Apple's gaming woes are no 
longer hardware-related. But the 
Mac platform is still dogged by 
game scarcity — mostly due to past 



Apple strategies, which frequently 
left game developers in the lurch. If 
Apple wants to be any kind of play- 
er in the "consumer market space," 
it needs to realize that its future is 
inextricably linked to gaming. 

Steve Jobs recently stated that 
Apple's new mantra is "games, 
games, games." Let's hope that 
the company has the wherewithal 
to translate this new mantra into 
sustained action. 


So, Should I Buy One? 

The 400MHz Mac G3 we tested 
comes in at $3,500. Meanwhile, 
Dell's latest 500MHz Pentium III 
rig comes in at only $2,000. 
Gamers have to ask themselves if 
the aforementioned trade-offs, 
coupled with the wait for top-shelf 
Mac games, is worth a 75 percent 
price-tag premium for their next 
system? The answer, more than 
likely, is no. 





s n the performance front, the G3 
a solid contender. Between 
^ its 400MHz G3 PowerPC CPU 
and its ATI Rage 1 28 chipset, this 
machine Is ready to rumble. Although I 
couldn't get Apple or ATI to confirm, I've 
heard that the Rage 128 chip Is being 
clocked at 75MHz, which, given Rage 
128's twin-pipeline design, yields a peak 
fill rate of 150MPixels/sec — the equiva- 
lent of about one and a half Voodooes. 

Running ZD's MacBench, this G3 
was solid across the board, and the 
Rage 128 rips through MacBench's 
graphics tests. Turning to games, we 
ran MACQUAKE's three TimeDemos 
and compared the results to the RIVA 
TNT-based STB Velocity 4400's QUAKE 


numbers (in our March Issue). We 
tested the Velocity 4400 on a Pentium 
II 400MHz with 128MB of system 
memory, so the test systems are com- 
parable. Unfortunately, MACQUAKE only 
runs at 640x480, which these days is 
pretty low-res, but G3 posted an aver- 
age of 65.8fps. The Velocity 4400, on 
the other hand, running at 800x600, 
posted a frame-rate of 74.5. 

There's no provision for disabling 
V-sync in G3's Rage 1 28 driver, so moni- 
tor refresh may have slowed the G3 
somewhat. But still, in this case, the PC 
outpaced the G3. But to be fair, other 
games, including UNREAL, TOMB RAIDER 
II, MYTH II, and DARK VENGEANCE, all 
looked good and played well. 


A. 


COMPUTER GAMING WORLD - JUNE 1999 



REVIEW • SGRL TITAN'S SPHERE CAWIE CONTROLLER 


Dreams Die Hard 


by Loyd Case 

T he Holy Grail for today's 
controller makers seems to 
be to develop the perfect 3D 
game controller. Unfor- 
tunately, the Titan's Sphere 
isn’t it. 

When I first saw prototypes 
of this unique 3D game controller, 
it looked promising. The way the 
controller worked resembled 

COMRUTER ' 1 




PROS: Standard four-axis analog 
controller; funky looks. 

CONS: Button placement almost forces 
accidental presses; calibration is a royal 
pain; steep learning curve. 

Price: S130 
Uanufaciurer; SGRL 



controllers used for Waldos 
(those robotic controllers used 
to handle highly radioactive 
materials). The grips fit 
comfortably in your hand, 
and the whole affair rests in 
your lap. Additionally, the 
Titan's Sphere is very easy to 
configure — it operates like a 
standard, four-axis, four-button 
Windows controller (which 
means it also works in DOS). 

In practice, it's quite awkward 
to use. This first becomes appar- 
ent when you try to calibrate it. 
Due to the sculpted grip and the 
button placements, it's damn near 
impossible to calibrate the thing 
without accidentally pressing a 
button. Pressing a button in the 
middle of calibrating a Windows 
game controller jumps the control 
panel to the next step. 

Once you get past that process, 
you move to gameplay, where the 
awkwardness continues. 



In some games, 
the Titan's Sphere seems quite 
natural— BAHLEZONE and 
DESCENT II come to mind. But 
even in those cases, it took a good 
half an hour to get comfortable. 
After extended gameplay the 
sculpted grips became slippery 
with sweat. Additionally, my arms 


got pretty tired — 
even though the 
controller rests in 
your lap, there's a 
tendency to pick it 
up as you’re 
trying to 
rotate the 
grips. Button 
placement is 
awkward, 
too — it 
increases the 
chances of 
pressing but- 
tons at just the 
wrong time. On 
some other games — 
notably 3D shooters like QUAKE 
II — the controller is hopeless. 

So if you're looking more for a 
conversation piece than a great 
controller, the Titan's Sphere may 
be your bag. But don't expect to 
become a great 3D game player 
with it. 





Devoted monk. T 

Servant of the light. - - 

Walks through me valley of death 

■with a broatlsword. 

Charismatic faith healerwhose personal charm 
wields enormous power. . 


; Sought out for his wisdom and loving kindness.” 
^ Held in reverence by all who cross his path. 


; Dogmatic about saving souls from the. . 

) dragon and the devil. . . 

Greatest triumph: releasing an entire 
villagc“from an evil spell. 

■: O.nce stayed 30 lizardmen. And it was good. 

' Vow of celibacy tested daily due to the effect his 
^otherworldly sex appeal has on the womenfolk. 



IF YOU WANT TO 
FRAG IN 16.7 MILLION COLORS 
TURN ON THE 


"ATI totally proved 3Dfx 
wrong by showing 32>bit 
rendering can be done 
without a performance hit..." 
www.gamersdepot.com 



...VOO 000 3 3000 

I Not Supported 


IHAMOHD MONSTER FUSION IBANSHEE) 

I Not Supported 


Why play in 64,000 colors 
when RAGE FURY delivers 
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Packing 32MB of memory, 
RAGE FURY gives you the 
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Supports ATI-TV WONDER, 
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REVIEW • VIEWSONIC PT795 MONITOR 


Perfectly Flat and Nearly Perfect 


by Loyd Case 

ace it, monitors are just not 
sexy. But if there ever couid 
be a sexy monitor, the 
PT795 wouid qualify. 

This new 19-inch monitor 
from veteran manufacturer 
ViewSonic is a member of the 
new generation of "perfectly flat" 
displays. Although it uses a (rela- 
tively) standard aperture grill 
tube, the PT795 achieves its flat- 
ness by first adding a layer of 
COMPUTER^ 

wo R L D 




PROS: Ultra-fiat screen, bright image, 
high bandwidth. 

CONS: Pricey. 

Price: S875 (estimated street price) 
Manufaaurer: ViewSonic 



glass that optically corrects the 
underlying curved image — it’s 
essentially a weak lens, Flat 
glass is then added on top of 
the curved glass, and that's what 
you see. At first glance, the dis- 
play appears almost concave, 
because we're all used to seeing 
curved images. 

You'd think that adding two 
layers of glass like this would dis- 
tort the underlying picture, but 
during image quality tests, the 
only defect I could find was a 
bit of corner moire distortion. 
Color registration was pre- 
cise and the overall image 
quality was sharp. 

To sweeten the pot, 

ViewSonic adds a USB hub to 
the PT795. There's a slight 
twist, though. In addition to 
registering a standard USB hub, 
Windows 98 also finds a "USB 
Human Interface Device." In 
other words, the hub is an active 




device. It enables ViewSonic's 
monitor control software, which 
allows you to set up the monitor 
more easily than if you used 
onscreen displays (although it 
was unavailable fortesting). 
However, at least one game with 
a subtle Directinput bug crashed 
on startup — until the monitor's 
USB hub was disconnected from 


the PC. Most games shouldn't 
have this problem, however, and 
the hub worked great with several 
USB game controllers. The PT795 
also has a high bandwidth and 
can support an 87Hz refresh rate 
at 1 600x1 200; it maxes out at 
1920x1440 resolution. 

So if you can afford its hefty 
price tag, then the PT795 is a gor- 
geous display that will do justice 
to any of today's graphically 
intensive games. 






lavishing sorceress. 

6-22^34. 

ntuitive, intelligent, and deadly. 

*erfcct physical specimen. 

.egs inspire lust in knights, rogues. 

.nd warriors. 

Jses powers for good, not evil, 
lebukes all suitors, 
iamcsses rtiagic energy through communion. 
/Vill morph into a werewolf if provoked, 
nterests include decoding secret messages 
ind experimenting with arcane spells. 
Meditation promotes luminous complexion. 
Maintains girlish figure with daily swordplay. 




phoio; Michael Fake 




From MicroProse, the originator, come the greatest advances in Civilization yet. 


•Three Epic Games: The Original, Fantasy, and Sci-Fi. races on the surface in an epic battle of fantasy and magic. 

• Players interact on all sides, even above and below, •Science transforms reality as you begin on a terran planet 

through linked, multi-layered worlds for new challenges, before you colonize the moon, the abandoned space station, 

new strategies, and new dangers. and the deadly gas giant in the futuristic Sci-Fi game. 


•The Fantasy game may start you within the earth’s bowels, 
high in the clouds, or beneath the sea, interacting with the 


• And you can still play the classic Civilization II, now 
extended into the unknown with new challenges and perils. 


11959 Hasbfo iniersciive 


In stores August 1999 

c. An Righis Reser\'si) MICROPROSE is a irademarK of KasOro tnieiaciivo or tis alliliaios. All alhet irademarlis ai 


ne property of Iheir respective holders. 


^3 PROSE 



REVIEW • PIONEER DVD-103S DRIVE 


6x Slot Drive Sizzles 


by Loyd Case 

S nap! Doh! 

These were the sounds 
made when I leaned 
against a PC with an open 
CD-ROM drive not long 
ago. It was the sound of 
the CD tray breaking, and it 
meant shelling out money for 
another CD drive, a trip to the 
store, and some time spent with a 
screwdriver. That's why I really like 



^WORI-P I 




PROS: Fast DVD and CD-ROM; slot- 
loading. 

CONS: More expensive than a standard 
CD-ROM. 

Price: $125 (esiimaied street price) 
Manufactjrer: Pioneer 



slot-loading CD-ROM drives. With 
one of these, all you do is slip the 
CD into the front slot {much like 
a car CD player), and the drive 
sucks the CD in. There is no pro- 
truding tray to break off (or to 
serve as a place to put my coffee 
while I work). 

Now Pioneer is shipping a low- 
cost slot drive— the DVD-1 03S — 
that delivers a sizzling 6 x DVD- 
ROM speed and acts as a 32x CD- 
ROM drive to boot. In CD 
WinBench 99 testing, the drive 
posted a score of 1,430. easily 
outpacing the Creative Labs 5x 
DVD drive that we reviewed sev- 
eral issues ago. The Pioneer's 
access time was better, too, at a 
quick 90.4ms. 

Pioneer's drive comes in two 
flavors, EIDE (with Mode 4 DMA 
support) and Ultra SCSI, so you 
even have a choice of interfaces 
(we tested the EIDE drive). It may 



be hard to find the bare drive, but 
resellers like HiVal carry the drive 
as a part of a DVD kit (check out 
www.hival.com). 

If you think DVD drives are 
slow when it comes to running 
your game CDs, think again. The 
current third-generation DVD 


drives are more than fast enough 
for CD-ROM chores, and you get 
the added bonus of DVD. LK'i 'J 



•Fully vO characters 
and environ nrcni 


.SimulttMicous 
conlrol of 2 
characters 


•Random Quest 
Generator 
eivsures maximum 
playability- 


•Manual camera 
control allows 
you to rotate 360 
degrees and 
zoom in and out 


•too different 
enemies based 
on -^0 different 
characters 


•22 weapons 
32 spells 


•Supports muiii- 
player mode 


Jcvclopcd b\ 
Dcipliinc 
ioftwArc Inc. 





)Bid faremdl 
pur former self. 


Enter the world of Darkstone and leave 
your identity at the door. Surviving this ' 
mediaeval world, living under the shadow 
of a nefaiious dragon, will require 
nothing l&s than a complete transfor- 
meytion. As a knight, monk, thief, or 
..sorcereiv you will creep through dun- 
' gecins, explore towns and wilderness, 
and .slay armies of nasty enemies on' 
your quest to collect the seven orbs, 
that -can defeat your firebreathing 
' nemesis, 'Look deep inside yourself; 
Is there a dragon slayer within? 



.'L . 


photo: Michael Falcc 





DEMONSTRATION # 2 -. 

1 Tear out your old sound card. 

2 Smash into pieces. 

3 Toss over your shoulder. 

► The sound those pieces make when they hit the ground atlaroundyou is you is the 
powerof A3D from Aureal, the only audio that works the way your ears do. 

That’s why leading sound card vendors, such as Diamond. TerraTec. Turtle 
Beach, and Xitel, are using Vortex audio technology from Aureal, the only 3D 
audio accelerator that supports industry leading A3D positional audio technology. 

You can also find A3D positional audio on computer models from the industry's 
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Audio based on Aureal technology is awesome. But don’t take our word for it. 
Believe Your Ears. Check out A3D at your local retailer. 



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01996 Aureal Semiconductor. Inc. A30 and Aureal are trademarks of Aureal Semiconductor Inc. Other trademarks are properties of their respective owners. 


FREMIERI 




How Do We Rate? 


Quote o' the Month 




I’m ready for my neural implant now. Crack open my skull and 
stab that little microprocessor deep into my meduila oblongata. 
At least as some unholy union of man and machine I’ll actually 
be able to play HEROES OF MIGHT AND MAGIC III my every waking 
hour. — Robert Coffey 


CG EDITORS’ CHOICE GAMES 


C6 DNTORS' CHOICE CAMES H 


Army Men 2 

**T 

143 

1 EA Superbiko 

A * A * Ar 

16S 

Extreme G2 

AA 

151 

1 Heroes of Might & Magic III 

A A A A A 

170 

Imperialism II 

AAAA 

173 

Microsoft Golf 99 

AAA 

169 


1 Starslege 

A A A A A 157 

Turok 2 

AAA 149 

Wages of SiN 

A A A < 151 


ik -k -k 


Average 

Either an ambi- 
tious design 
with major 
flaws, or just 
vanilla. 


k k k k k 

Outstanding 

The rare game 
that gets it 
all right. 

A must-play 
experience. 


NASCAR Revolution * t 162 


North vs. South 


Resident Evil 2 


www.computergaming.com 


k kk'n 


Very Good 

Worthy of your 
time and 
money, but 
there are 
drawbacks. 


★ ★ 


Weak Seriously 
lacking in play 
value, poorly 
conceived, or 
just another 
clone. 


Abysmal The 

rare game that 

gets it all 

wrong. 

Pathetic. 

Coaster 

material. 


iimm 












Buil^ 
xn empire 
from the Comfort 
Of Your 
Omuflome 



♦ Beautiful graphics - high resolution 

3D rendered graphics and environments 

♦ Play at your own pace - turn based gameplay 
and combat allows you to set the pace 

♦ Easy to use interface - simply designed 

to get you up and playing within minutes 

♦ Huge fantasy world to explore 

and dominate ^ three different campaigns, 
and over 20 single scenarios 

♦ Over 150 different combat units to control ' 

8 different troop types, all with upgrades 
and ciistomizations 

♦ Enhanced multi-player support - play 
with up to 7 other players on one computer, 
or through a LAN or Internet connection 



www.heroes3.com 


OlV'^'JThe 3DO Company. All riphis reM'i vcd, New World Coinpmiiiij. Heroes of Miulu and Mnpie, 3nO, and iheir respective lopos, 
lire Irudemorksor reitislered triidemiirks of The 3DO Companv in the U.S. and/or oilier count Hes. All other trademarks nnd/or 
trade names belonp to their n-speelivc owners. New World C'omiiiiliiiH is a division ofThe 3DO Companv. 
'Scplcmberlssueof Computer Ganiinu World. Top 100 Chart 



3D0 




Go to #093 @ www.computerganilng.com/infolink 


ARMY MEN II 


REVIEW 


Battle Fatigue 

The Return of the Other Little Green Men 


by Tom Chick 

A cute concept that was 
not fully fleshed out, the 
first ARMY MEN placed 
the little plastic figures 
from our childhoods in 
real environments: actu- 
al forests and canyons 
rather than the carpeted 
staircases and backyard flowerbeds 
that were the killing fields of our 
youth. Aside from featuring the 
occasional puddle of melted plas- 
tic, the game almost completely 
wasted its theme. ARMY MEN II 
continues this disappointing tradi- 
tion by making only a few half- 
hearted nods to the true milieu of 
these little green men — the imagi- 
nary battlefields of our childhood 
bedrooms, our dens, and our 
neighborhood yards. 

There are some clever maps set 
on places like kitchen counters and 
model tables. But these levels are 
too few and far between, serving 
as interludes between dull real- 
world environments. The develop- 
ers of ARMY MEN II just don't seem 


COMPUTBR' 1 




PROS: Much bet- 
ter than the first 
ARMY MEN; some 
good maps and 
power-ups; fun, 
flexible multiplayer 
gaming. 

CONS: Still misses 
the point; nonexistent Al; poor control of 
friendly troops. 

DIFFICULTY: Easy. 

REQUIREMENTS: Pentium 90. t6M6 
RAM, 1 BOMB hard-drive space. 

30 SUPPORT: None 



MULTIPLAYER SUPPORT; IPX, TCP/IR 
serial, modem, HEAT, and Mplayer (2-4 
players); 1 CD per game. 

Price; S39.95 




GETTING THE SCOOP Make sure the parking brake is set on the 
backhoe before your troops fall into formation. 


aren't useful as anything other 
than Keystone Cops-style body- 
guards: They cluster around you 
and shuffle nervously, occasionally 
attacking enemies in range. 

Luckily, gameplay in ARMY MEN 
II is primarily a matter of charging 
headlong at the enemy, because 
the limited choice of commands 
that you've got at your disposal 
doesn't lend itself to many tactical 
options. It would have been nice to 
be able to split your men into sep- 
arate groups to cover a wider 
range of terrain, but there's no 
telling what these little bubble- 
headed troopers will do when left 
to their own devices. Give them a 
destination and sometimes they'll 
simply stop halfway there. ARMY 
MEN II could be accused of poor 
pathfinding if it actually got 
around to that more often. 

In fact, ARMY MEN II has no real 
Al.The enemy reactions are either 
scripted, or they trigger when you 
enter an activation radius. You can 
set up multiplayer games against 
the computer, but the Al simply 
amasses troops and makes a bee- 
line for its objective. Perhaps even 
more disappointing is that the mul- 
tiplayer games can be played only 
on real-world maps. 

Fortunately, ARMY MEN is still a 
good multiplayer game with a 
strong online following. It offers 
several fun variations on Capture 
the Flag and a long list of option 
toggles. Multiplayer matches in the 
first game were almost fatally 
flawed by powerful air strikes and 
paratroopers, but in ARMY MEN II 
these attacks can be effectively 
trumped with antiaircraft guns. 

Is it worse to completely miss 
the point of a game concept (ARMY 
MEN) or to tease players by not 
taking full advantage of it (ARMY 
MEN II)? At least 3D0 is moving in 
the right direction. At this rate, 
ARMY MEN III should be the game 
we're waiting for. 



to understand that this game is at 
its most interesting when the little 
green men play in our world. 

The single-player campaign is a 
curious mix of arcade action and 
sometimes frustrating map puzzles. 
There are some fun touches, like 
magnifying glasses that fry ene- 
mies with focused sunbeams, and 
suicide troops with M80 firecrack- 
ers strapped to their backs. There 
are also bits of humor, particularly 
the riffs on Apocalypse Now. But 
these feel more like diversions than 
the meat of the game, which is a 
silly story about warring plastic 
factions in an alternate universe. 

The maps are much bigger and 
more interactive than in the first 
ARMY MEN, allowing you to burn 


trees, enter buildings, and destroy 
objects that aren't hard-coded 
obstacles. But there are problems: 
The graphics have a rough, low-res 
look that hasn't come very far 
since the last game. 

The logic of the action also 
seems somewhat flawed: Your 
troops can't so much as crawl over 
a butter knife, and a simple mush- 
room proves to be impervious to 
mortar fire, bazookas, and 
flamethrowers. The result is that 
many of the maps seem to be little 
more than glorified mazes. 


Full-Plastic Jacket 

Although it appears to have pre- 
tensions to real-time strategy, 

ARMY MEN il is very much an 
action game 
along the lines 
of CONTRA or 
RETURN FIRE. 
You take direct 
control of an 
infantryman 
whose gravelly 
voice makes 
Clint Eastwood 
sound shrill. 
Although you 
can command 
other troops, 
they really 


www.cornputergaming.com 


COMPUTER GAMING WORLD»JUNE 1999 





the secret hides. 

the truth consumes 


In a time of chaos, in a city on the brink of destruction, only you can discover the truth. 


An RPG / Strategy game. Coming this Fail. 


:^BTROPOFJ! 


llNTeRAcTm 


www.lith.com 

Odium and the “M" logo are trademarks of Monolith Productions, 
Go to #139'@ www.computergamlng.coin/lnfollnk 



RESIDENT EVIL 2: PLATINUM EDITION • REVIEW 


Zombie Jamboree 

They're Dumb, They're Ugly, and They're Hell-bent on Eating Your Brains! 



KNEE-DEEP IN THE DEAD Well, ankle-deep at least Helping zombies return 
to their more traditional, nonambulatory dead state is all In a day's work 
for cop Leon Kennedy. 


by Jesse Hiatt 

R esident evil 2 v/ill 

probably stand as one 
of the best console 
games of the 20th cen- 
tury. Too bad this isn't a 
console magazine. 

More than a few 
developers who've 
passed through our offices have 
readily admitted their debt to the 
horror classic; however, those same 
developers have been able to com- 
plete their entire production cycles 
in the time it took Capcom to 
release this port. 

RESIDENT EVIL 2: PLATINUM 
EDITION is going to have trouble 
competing with all those more 
advanced made-for-PC titles. But 
RE2 is still a game worth playing, if 
only for its solid gameplay, its 
strange Japanese translations, and 
its wacky humor. 

RE2 takes place in a universe so 
faithful to the plot conventions of 
the classic Night of the Living 
Oead movies that you could 
almost consider the game an unli- 
censed adaptation. Both are slim 
on characters and sets but are def- 
initely thick with drama, tension, 

COMPUTER' 1 

CSAMIN^ 




PROS: Plays 
exactly like the 
console game. 

CONS: Plays 
exactly like the 
console game. 

DIFFICULTY: 
intermediate. 

REQUIREMENTS: Pentium 166, 24MB 
RAM, 260MB hard-drive space. 

3D SUPPORT: Direa 3D, Direct Draw, 
MULTIPLAYER SUPPORT; None. 

Puce; $34.95 

Publisher; Capcom Enetialnmeni 



and humorous B-movte dialogue. 
RE2 uses ail these techniques to 
great effect. 

Twitch and Shout 

Most of the gameplay centers 
on key hunts and puzzles, but 
along the way there is a lot of 
zombie slaying to do. The presenta- 
tion should be familiar to adven- 
ture gamers: 3D character models 
move about an eerie abandoned 
police station and secret lab. 

The models looked great on the 
console version and 
have been improved for 
the PC: Zombies shuffle 
and twitch toward you, 
their cleaved torsos 
clawing across the floor 
to attack you. Heroes 
limp and drag their feet 
as they absorb increas- 
ing levels of punishment 
(although this realistic 
feature can be a serious 
pain in the rear when 
you have to limp clear 
across a level to get 
some health). 


The fixed camera angles can be 
a problem: They occasionally get in 
the way when you're killing zom- 
bies — a definite downer since RE2 
has more combat than the average 
adventure game. 

One of the features that sets 
RE2 apart is its use of intertwining 
plot lines. You can play from the 
perspective of Claire Redfield (sis- 
ter of Chris Redfield, the protago- 
nist from the first game) or Leon 
Kennedy, a rookie cop in the 
Raccoon City Police Department. 


After you play 
through a plot from 
one character's per- 
spective, you can go 
through the plot you 
just finished from the 
other character’s 
point of view. Some 
of the decisions that 
you make the first 
time through will 
affect what happens 
when you play the 
plot from the other 
character’s viewpoint: 
You'll see the same 
rooms, but the puz- 
zles, item distribu- 
tion, enemies, and 
side quests will be 
different. This means 
the game's two-plot- 
per-character format 
yields a total of four plot lines. 

For the RE2 hard-core who wore 
out their console version, the PC 
edition has something new to 
offer: Extreme Battle Mode. Here 
all of the key hunts and puzzles 
have been thrown out the window, 
leaving you with a pure zombie- 
killing action-fest. You get four dif- 
ferent characters to choose from 
(including Chris Redfield), all 
armed to the teeth with special 
weaponry. The only other notable 
bone thrown to PC gamers is a 

still-image gallery and a 
Windows desktop 
theme. 

RESIDENT EVIL 2: 
PLATINUM EDITION holds 
its own as far as game- 
play is concerned, but 
next to the latest and 
greatest PC releases it 
falls a little flat. The title 
probably won't match 
the success of the con- 
sole version, but gamers 
without PlayStations 
might still find much to 
enjoy here. 



CHIPPED SHOULDER RE2's high-quality modeis 
and animations include dynamic bullet-impact 
effects iike this. 



A 


/.computergaming.c 


COMPUTER GAMING WORLD - JUNE 1999 








SOUTH PARK • REVIEW 


Going South 

SOUTH PARK License Can't Save the Weak Game Behind It 


by Thierry Nguyen 

S uck on my chocolate 
salty balls. ..put 'em in 
your mouth and suck 
'em!" Either you recog- 
nized the South Park 
quote or you're flipping 
to the cover and won- 
dering if you bought the 
wrong magazine. Relax, You didn't, 
South Park is one of those pop- 
culture phenoms that make com- 
panies hunger to snatch the license 
and whip up a quick game. In this 
case, unfortunately, the license is 
better than the game — in both its 
PC and console versions. 


It's Coming Right for Us! 

The game's campy premise gives 
you the feeling of playing a long 
episode of the TV show. Essentially, 
a giant comet of evil has landed in 
South Park and has generated 
many enemies ready to go on a 
rampage. The infamous four South 


COMPOXER'' 1 

GAMIN^ 




PROS: Uses the 
license perfealy, 
capturing the 
look, sound, and 
feel of the show; 
amusing twist on 
weapons; great 
audio commen- 
tary depending on 
which character you choose. 

CONS: Bad level and enemy design; 
nonexistent enemy Al; various visual 
problems; unbalanced multiplayer 
characters. 

DIFFICULTY: Intermediate, 
REQUIREMENTS: Pentium II 266, 
32MB RAM, 95M8 hard-drive space. 
3D SUPPORT: 3dfx Glide, Direct3D. 
MULTIPLAYER SUPPORT: LAN, 
Internet (2-8 players); modem, serial 
(2 players); I CD per player. 


Price: 5*14.95 

Publisher: Acclaim Entertainment 





CRUSH THEM, GIANT ROBO! Enemy design is sorely lacking; the 
enemies can generally be divided into two groups: grunts and 
grunt creators. At least these fart-doll weapons are cool. 


Park kids must save the town. The 
game comprises five episodes filled 
with varying levels, and Chef gives 
the kids a briefing before each one. 

SOUTH PARK perfectly captures 
the spirit of the show, both visually 
and aurally. Even though the game 
is in 3D, characters and settings 
remain graphically true to their TV 
roots. The sound is even better; All 
of the show's actors did the 
voiceovers, and again, it's a damn 
good use of the license. While you 
play the four main kids in the sin- 
gle-player game, the multiplayer 
mode lets you choose from any 
and all other characters, each with 
a set of witty quips. 

The enemies are both from the 
show and created for the game; 




ARMAGEDDON AT LAST The PC ver- 
sion of SOUTH PARK will let you pit 
Satan against Jesus, something you 
can't do in the N64 version. 


fans of the show will recognize the 
killer genetic turkeys, the clones, 
and the cow-slaughtering aliens. 

Rnally, the weapons provide an 
interesting spin on tired, traditional 
EPS gear. Grenades are 
replaced with Terrance and 
Phillip fart dolls, and the infa- 
mous sniper rifle is now a 
chicken that you squeeze to 
shoot eggs. The best is a 
multiplayer-only weapon, an 
Alien Gizmo that forces its 
victim to dance a little jig, 
clearing the way for fragging. 


ON THE TOWN Capturing the look 
of the show has the unfortunate 
side effect of generating some 
lackluster levels, like this straight- 
forward street in South Park. 


Oh My God, They 
Killed Gameplay! 

Despite all the atmosphere, 
the game seems rushed and 


is very uninspired. The problems 
start with the level design: Every- 
thing looks alike, so you have to 
pay attention to the arrow signs to 
get through the linear levels. 

There is no real Al to speak of; 
any difficulty comes from simply 
stacking the odds. The levels that 
make up an episode tend to focus 
on just one or two enemies and 
throw them at you in hordes. 
Quantity over quality is the level- 
design mantra here. 

Multiplayer is slightly better, 
since you have a larger variety of 
characters/skins. The main problem 
is character imbalance, due to size. 

Ike Is about the size of a 
football, while Mr. 
Mackey's head is as wide 
as a. goalpost. Sure, Ike 
starts with less health, 
but with a competent 
player behind him, he's 
impossible to hit, while 
it's impossible to miss 
when aiming at Mr. 
Mackey. 

Graphically, the prob- 
lems stem from residual 
N64 and general engine 
limitations. You'll see the 
ever-present fog (a bit 
better here than in the N64 ver- 
sion), seams and cracks on the 
walls, bad texturing, and a fixed 
resolution of 640x480, regardless 
of your 3D card. Another console 
leftover is the fact that you can 
save only at the end of every level. 

As the big South Parkiao in the 
CGkY office, I found the game dis- 
appointing. The only people I can 
see enjoying it are die-hard fans 
who don't do much action gaming, 
so they don't know what they're 
missing. For the rest of us, though, 
it's just one more licensing misfire, 
but with a twist: Instead of a bad 
game that misuses the license, we 
just get a bad game that uses the 
license well. Not even Mr. Hankey 
can save this game. 333 


www.computcrR.lmirg.c 


COMPUTER GAMING WORLD - JUNE 1999 


A 







The 



Mark ydur Calender 

FDR YDUR Chance td come meet and 
BEAT THE EDITORS OF 

GAMESPDT and CGW! 


4 - # F ^ 


In the Following Cities 

The week of June 21,1999 

Las Angeles 
San Francisco 
Chicago 
New York 








FDR STORE LOCATIONS AND DATES 

IN YOUR AREA VISIT www.gamespot.com/inyourf ace 



DESCEISIT^ 

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TUROK 2: SEEDS OF EVIL 


REVIEW 


Dinos in the Mist 

The Follow-up to an N64 Hit Hunts for Some Respect 


by Tom Price 

T UROK 2 must have 
seemed like a good 
proposition to Acclaim; 
based on a popular comic 
book series, the original 
TUROK was wildly popu- 
lar on the N64. But the 
PC port of the original 
was somewhat less than impres- 
sive, so PC gamers haven't exactly 
been waiting on pins and needles 
for TUROK 2: SEEDS OF EVIL. That's 
too bad, because in spite of some 
significant faults that keep it out of 
contention for a place among the 
HALF-LIFEs of the world, TUROK 2 at 
least deserves a look. 

TUROK 2 begins after the 
destruction of the Campaigner and 
the Chronoscepter at the end of 
TUROK; DINOSAUR HUNTER, This 
time you are Joshua Fireseed, the 
new Turok, and you must fight your 
way through six worlds full of 
aliens, zombies, and, of course, 
dinosaurs, defending the energy 
totems against the Primagen. 

Helping you in your quest is 
Adon, the requisite buxom-babe- 
with-an-English-accent, who 

compc/xer' 1 

GAMING 

WQRi-P I 




PROS: Better than 
its predecessor; 
good weapons: 
decent Al. 

CONS: Poor level 
design; numerous 
graphical glitches. 

DIFFICULTY: 

Intermediate. 

REQUIREMENTS: Pentium 200, 32MB 
RAM, 200MB hard-drive space. 

3D SUPPORT; 3Dfx Voodoo 1 or better, 
MULTIPLAYER SUPPORT: LAN and 
Internet (2-1 6 players); 1 CD per player. 
Price: S44.99 

Publisher: Acclaim Ernertainment 


www.acc1aini.net 





BORED SILLY Who says games are too gory? The brain-drilling 
cerebrai bore has blood effects that wouid make Ray 
Harryhausen proud. 


YOU ARE HERE The cheesy overlay map oniy 
serves to make the repetitive ieveis even 
more difficult to navigate. 


announces all the weapons you 
pick up — and can't be taken seri- 
ously at all once she says ''flame- 
throwah." Too bad, because some 
of the weapons are quite cool. The 
aforementioned flamethrower 
sends out a nicely rendered arc of 
fire, while the firestorm cannon has 
a cool triple-spinning animation 
and a deadly rain of fireballs. 

The most gruesome weapon 
(and therefore my favorite) would 
have to be the cerebral bore. No, it 
has nothing to do with William F. 
Buckley. Instead, it's a brainwave- 
homing. exploding drill bit. The 
beastie lucky enough to get one of 
these locked onto his skull writhes 
around while the bore whines 
away like a dentist's drill, spraying 
blood and gray matter until the 
bore finally explodes inside the 


head of the creature, popping it 
like an overripe melon. Yum! 

Unfortunately, technical glitches 
abound in TUROK 2. The most 
ridiculous example would have to 
be the bloodstains. If you kill a 
monster next to a wall, bloodstains 
actually hover a few inches above 
the wall itself, and if you're near a 
comer, as much as 50 percent of 
the bloodstain bitmap will hang 
over the edge, in midair. While 
these aren't exactly game-stopping 
bugs, they don't do much to 
improve the game's overall image. 

Also problematic is the fogging, 
a cheap way of avoiding Z-buffer- 
ing that's a carryover from the 
N64. In sniper mode, the fog forms 
a hard edge instead of a gradual 
one that 
makes for 


pools of gray poi collecting in the 
nooks and crannies of the struc- 
tures you're looking at. It's just one 
more amateurish touch that tar- 
nishes the game. 


The Lost World 

The biggest downside to TUROK 
2 has to be the level design. You 
run around, find the switch, hit the 
switch, find the door that opened, 
rescue someone, find the portal, go 
to the next maze of repetitive 
bitmaps, and generally operate in a 
confused state. Further addling is 
the overlay map, a la DARK 
FORCES. It's a serious pain trying to 
watch out for hazards in front of 
you while playing a game of Lock 
'n' Chase at the same time. Worse 
yet, there is no static map that you 
can access while paused. What 
seems like an attempt to be chal- 
lenging ultimately just makes the 
game boring. 

So if you're thinking about sug- 
gesting some TUROK 2 multiplay 
the next time you're meeting with 
your QUAKE clan, forget it; they'll 
laugh you out of the group. 
However, if your 10-year-old cousin 
who got that new Celeron for 
Christmas needs a game to intro- 
duce him to first-person shooters, 
you could do a lot worse than 
TUROK 2. A whole lot. 


A 


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REVIEWS 


Run and Gun 

It's Action the Old Fashioned Way — Fast and Violent 



Extreme G2 

A A ★ ★ ★ 

Publisher Acclaim Entertainment 
Price: S29,99 
www.acclaim.net 

F or scenery-smacking, speed- 
filled, oh-my-God-l'm-goIng- 
the-wrong-way confusion, 
E>CTREME G2 is the epitome of Bad 
21st-Century Motorcycle Gaming. 

To be fair, the lightweight 
physics model is bearable and you 
get some interesting weapons. 
Gameplay modes include time tri- 
als and a drone-filled arcade thingy 
that seems a lot like a mobile 
SPACE INVADERS, but the basic idea 
here is to blast and race your way 
through a series of circuits to the 
"Extreme Contest." 

Of course your opponents are 
trying to do the very same thing, 
and the challenge often lies in 
deciding between a dean, fast run 
or picking up some of the many yet 
momentum-crippling power-ups lit- 
tering each course. Upgrade shops 
and garages aren't part of the 
equation, though you can choose 
from several uniquely performing 
bikes and win even bigger and 
badder machines as you progress. 

Track structure, though at times 
repetitive, is as wild as I've seen, 
with loop-the-loops, jumps, and 
spiraling tunnels pairing with 
ridiculously high speeds to instill a 


perpetual sense 
of impending 
doom — one that 
unfortunately 
detracts from 
enjoyment. 

The game 
won't let you 
axis-map analog 
throttles and 
brakes, meaning 
that owners of 
four-button sticks 
and wheels must use two buttons 
for digital speed control while 
accessing the keyboard for camera 
views and weapons. Plus, only the 
N64 version of the game has multi- 
player racing — one more reason 
why EXTREME G2 is best reserved 
for its original audience; the con- 
sole crowd. — Gordon Goble 

Rollcage 

Publisher: Psygnosis 
Price: $49.99 
www.psygnosis.com 

R ollcage strives to lead the 
congested combat-racing 
pack by offering reversible, 
gravity-defying cars that can ride 
up walls or along ceilings, yet 
somehow keep on ticking. Unfortu- 
nately, vertical and/or inverted 
ROLLCAGE driving is a wretched 
experience, one that'll toy with 
your equilibrium, screw with vehi- 
cle physics, and destroy any hope 
you had of winning a race. 

But if you play it as a right-side- 
up drive ‘n’ shoot, it becomes one 



very attractive affair. ROLLCAGE's 
intuitive menus, enormous options 
and settings area, awesome graph- 
ics, and skill-testing driving model 
show that England-based designer 
ATD (Attention to Detail) really put 
some work Into this one, 

The game has some of the most 
visually impressive weapons and 
power-ups ever to torture a 3D 
card, yet each is geared to a specif- 
ic purpose. Just try pulverizing a 
building before you've scooted by 
the plummeting, flaming wreckage 
or launching a "Leader Missile" 
when that leader Is you and you'll 
understand. 

The spectacular ROLLCAGE world 
teems with short cuts and uncon- 
strained off-track spaces. Each 
undulating circuit is crafted to offer 
solace only to those who can adapt 
to its peculiarities and take advan- 
tage of its hidden rewards. And 
that's where that car model comes 
In. Terrifyingly responsive and inor- 
dinately powerful at first, ROLL- 
CAGE cars call for a surprisingly 
modulated, pseudosimulation 
approach and prove to be a joy to 
drive once you get the hang of it. 

Split-screen multiplayer retards 
the otherwise smooth frame rate 
considerably and the game could 
do with a true cockpit rather then 
bumper view, but ROLLCAGE is nev- 
ertheless annoyingly addictive and 
a lotta bombastic fun. 

Just ignore all that upside-down 
stuff. — Gordon Goble 

Wages of Sin 

Publisher: Activision 
Price: S29.95 
www.activision.com 
ission packs have the 
dubious history of either 
reinforcing a bad game or 
taking a good one to another level. 
Fortunately. Activision has achieved 



www.computergarning.com 


the latter and come up with a 
great addition to the shooter SIN. 
Unlike other mission packs, WAGES 
OF SIN (WOS) also manages to play 
off and add to the SIN storyline. 

This time Blade is up against a 
nasty local crime organization 
called, you guessed it, the Mafia. 
These baddies have been hiding 
mutants in the sewers, under the 
leadership of family boss Gianni 
Manero. After a band of hapless 
construction workers accidentally 
bump into Manero's mutants in the 
sewers. Blade is called in. 

WOS adds 17 new levels to the 
SIN universe (including multiplayer 
levels with cool hoverbikes) and 
seven new weapons. There are also 
12 new enemies, plus two rather 
nasty end bosses. 

The Al has also been improved, 
with enemies consistently trying to 
evade your attacks. You'll find that 
this adds an additional bit of zip to 
the game; it's just not such an easy 
affair to waste those monsters this 
time around. 

Activision has included an auto- 
matic patch to WOS that will 
upgrade your SIN installation to 
version 1.03. The patch makes a 
really b\g difference in terms of 



performance. The excessively long 
loading times are history and the 
action is smoother as well. 

WAGES OF SIN is a worthy addi- 
tion to the original SIN, adding new 
goodies while rectifying some of 
the annoying flaws of that prede- 
cessor. It's definitely worth check- 
ing out if you're an original SiN-ner, 
— Jim Lynch 


COMPUTER GAMING WORLD « JUNE 1999 , 












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REVIEW • STARSIECE 


Robots Rising 



The Third Time's the Charm in the War Against the Cybrids 


by Greg Fortune 

A n upstart has seized 
the throne. Dynamix's 
STARSIEGE has wrested 
the crown from the 
MECHWARRIOR 2 
series, the long-time 
king of the giant robot 
hill. Where the compa- 
ny's earlier EARTHSIEGE games 
were also-rans, STARSIEGE comes 
to the party equipped with a deep 
back-story, a number of gameplay 
innovations, and enough unique 
flair to make for stiff competition 
for the upcoming HEAVY GEAR II 
and MECHWARRIOR 3. Only time 
will tell how long STARSIEGE will 
stay at the top, but right now, the 
view from here is spectacular. 


What's My Motivation? 

Earlier games in this series 
were hampered by a lack of back- 
ground. Where MECHWARRIOR 
had years of development behind 
it and hundreds of pages of docu- 
mentation from the paper-based 
Battletech universe, the 


EARTHSIEGE games had about as 


much exposition as a Terminator 



PROS; Log of 
gameplay innova- 
tions, best giant 
robot game yet. 
CONS: Canned 
wingman com- 
munications. 



DIFFICULTY: Intermediate. 


REQUIREMENTS: Pentium 166 (with 
3D card. P200 without), 32MB RAM, 
299MB hard disk space. 

3D SUPPORT; 3Dfx Glide, OpenGL. 
MULTIPLAYER SUPPORT: Modem, 
LAN (IPX), Internet (TCP/IP); number of 
players limited only by bandwidth. 


Price: $49.95 

Publisher: Dynami* (Sierra) 


www.starslege. 




news-feeds in the game's inter- 
face. The story here isn't just 
interesting, it's compelling, and I 
found myself actually taking the 
time to read through all the news 
postings between missions. 

The story starts with a civil war 
of sorts, with two brothers, 
Caanon and Harabec, fighting on 


story, you'll also find fan fiction at 
www.starsiegeplayers.com, 
and there's even a non-computer- 
based Starsiege game in the works 
(ETA as yet unknown). 

The Next Dimension 

The game engine is a beauty. 
STARSIEGE supports both Glide and 
OpenGL (officially, the RIVATNT, 
but we had good luck with the 
Rage 128 as well) 3D cards, and 
has a capable software rendering 
engine for those who have not 
joined the cutting-edge club yet. 
Frame-rates are smooth even on a 
3D-card equipped Pentium system, 
and the textures and lighting 
effects are beautifully done. Sound 
effects and music are also well 
done, with 3D audio support for 
those who have the hardware. 

Input configuration is extremely 
detailed, allowing you to reconfig- 
ure every command in the game. 
There's even drag-and-drop recon- 
figuration of your Heads-Up 
Display layout. My control setup — 
rudder pedals, CH Pro Throttle, and 
mouse — was easy to configure to 
work with the game, and it func- 
tioned flawlessly. 

The game's interface is well 
designed, with little jumping 
around necessary. Configuration 
can be done from the main menus. 


2 trailer. This time, Dynamix didn't 
just write a convenient excuse for 
you to get into a fight, the com- 
pany actually laid out the timeline 
for an entire universe. This ties 
STARSIEGE in with not only the 
EARTHSIEGE titles, but with TRIBES 
as well. The story is presented to 
you through a very detailed com- 
pendium, as well as through 


opposite sides. This background 
plays into strategies and even the 
design of the game's units. The 
rebels, for instance, use HERCs 
(this universe's name for its giant 
robots) based on souped-up con- 
struction equipment, and this is 
reflected in those units' physical 
designs, capabilities, and paint 
jobs. Eventually, though, the long- 
dormant Cybrid 
threat reemerges, 
and changes 
humanity's priori- 
ties from conflict 
to survival. 

In addition to 
the built-in back- 


COMPUTER GAMING WORLD » JUNE 1999 


' computefgaming.com 








and from the cockpit of your HERC 
as well — a very nice touch. Several 
times I needed to map a command 
I had left out of my custom config- 
uration while inside a mission and 
was able to do so easily. 

Customization isn't limited to 
controls — multiplayer fans will 
appreciate the ability to import 
your own custom skins, squad 


insignia, and character portraits for 
use in the game. 

A Plot Twist 

One design decision that worried 
MECHWARRIOR fans was the elimi- 
nation of torso-twisting from the 
HERCs. The only vehicles that sup- 
port rotating gun platforms are 
tanks, which are fast and small, but 
have no shields. At first, my predis- 
position to torso twists as the basis 
for a set of strategies caused me 
some grief. I was determined, how- 
ever, not to damn this game based 
on my own prejudices. Eventually, I 
was able to adapt my tactics to the 
targeting pointer-based interface 
and had a blast piloting both the 
HERCs and the tanks. 

If you must swivel, though, 
there's always the tank. I'll admit I 
still have a tendency to take 
Harabec's Predator tank into the 
field more often 
than not, as old 
habits are really 
hard to break 
and this tank is 
really cool. It's a 
real tribute to 
the design team 
that I can be as 
successful from 
the turret of a 
tank as I am 
from the cockpit 
of a HERC. 

Tlie missions 
in STARSIEGE are 


OUCH! HOT! HOT! Dynamic lighting effects 
spruce up the game nicely. Here we see the 
best way to smoke a Glitch. 



HEY, TAXI! STARSIEGE will let you customize your HERC to taste, 
regardless of how odd that taste may be. 


www.computerganiing.com 


a definite highlight. There are 34 
single-player missions, split between 
the human and Cybrid campaigns. 
Add to that the training and multi- 
player games, and you've got more 
than 50 distinct missions to work 
through. Several of the missions I 
found myself playing repeatedly just 
to play out "what if" scenarios — 
they're that good. The best thing 
about the missions is that, while 
they are scripted and not dynamic, 
you never feel like you're on an 
endless series of combat patrols. 
Each mission has distinct objectives 
that often change midstream, and 
they flow together very nicely. Not 
once during all the countless hours I 
played STARSIEGE did I think to 
myself, "Great, another canned mis- 
sion." Dynamix plans to release a 
mission editor eventually, although 
they're still working out the details 
on how that will happen. 

The game has too many nice 
touches to mention them all. One 
example: Sitting in the cockpit of 
your HERC, watching Cybrid land- 
ing pods rain from the sky, you can 
feel the despair of knowing that an 
unstoppable force is bent on your 
destruction. The Cybrid units look 
decidedly alien and very menacing, 
and they are even more fun to pilot 
than destroy. The new cloaking 
devices, with their Predator-style 
shimmering effect, are also very 
cool, and add a whole new dimen- 
sion to the battlefield tactics. Like a 
ghost, you can now slip in and out 
of the enemy formations wreaking 
havoc at will. 

There numerous other gizmos to 
load into your vehicles, like ECM 
units, extra capacitors, sensors, and 
so on. All of this variety means that 
there's little chance that you won't 
be able to configure a vehicle to 
work with your fighting style. 

Hate Your Friends 

Multiplayer games are also sup- 
ported using TCP/IP, IPX, or modem. 
While there was speculation that 
STARSIEGE would work in multiplay- 
er games with STARSIEGE: TRIBES, 
that isn't the case. Deathmatch and 
team-play games are supported, 
with two of the most notable varia- 
tions being Capture the Flag and 


star Links 

STARSIEGE players will want to 
check out the following sites 
for gameplay tips, the latest 
news on enhancements, online 
squads, and even fan fiction. 
www.starsiege.com 

Dynamix's official STARSIEGE 
Web site. 

www.starsiegeplayers.com 
The official STARSIEGE 
players' site, with message 
boards and more. 
www.planetstarsiege.com 
Perhaps the most thorough 
site for news, strategies, add- 
ons, and links to ail things 
STARSIEGE. 

vmw.datumplane.com Another 
top-notch news, information, 
and squad site. 


the amusing STARSIEGE Football. 
Dynamix provides a free Internet- 
based matchmaking hub, and if 
you're in the mood for something a 
little more private, you can set up 
your own server. Sen/er setup is 
absolutely painless, and if you have 
a spare machine, you can use the 
included nongraphical dedicated 
server process, which allows many 
more players in a game. 

While STARSIEGE is a very solid 
effort in today's world of patch-to- 
work games, it's not glitch-free. Al 
units sometimes get stuck on 
objects, which causes them to stand 
in place, acting like a dog getting its 
belly scratched. Once time, I actually 
blew the feet of a unit I was sent to 
rescue because she wouldn't move 
to the pickup point. This was after I 
had destroyed all the enemy units in 
the area by myself, which made for 
a particularly painful do-over. Also, 
don't be too quick to reconfigure 
your controls. The training missions 
use the default key configuration 
and ignore any custom setup you've 
done, preventing you from practic- 
ing the controls you'll be using in 
combat while you're learning. 

The annoyances I found were 
all pretty minor, and STARSIEGE is 
great fun to play. I didn't find any- 
thing that would keep this off 
anyone's play list, and I found a 
whole lot to like. It looks like the 
former also-ran is definitely now 
the one to beat. S3HJ 


COMPUTER GAMING WORL 












1999 


Presenting the epic sequel to the top selling RPG of 1998. Might and Magic® VII features a new, enhanced 3D accelerated 
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@ 1999 The 3D0 Companv. All Rights Reserved. Might and Magic, For Blood and Honor, New VAiitd Compirting, 3D0, and thw respective logos, are trademarks and/or service 
marks of The 3D0 Companv in the U.S. and other countries. All other trademarks belong to their respective owners. New VUrrid Computing is a division of The 3D0 Company. 
3Dfx Interactive, Inc. b © 1998. The 3Dh( Interactive logo is a registered trademark of 3Dfx Interactive. Inc. in the USA and other countries. All Rights Reserved. 


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REVIEW • NASCAR REVOLUTION 


Revoltingly Bad 

Start This NASCAR Revolution Without Us 


by Scott A. May 

A stock-car racing game 
for the simulation- 
impaired. NASCAR 
REVOLUTION offers 
arcade action for 
casual drivers, with 
variety and flash 
galore. But you'll need 
an industrial-strength PC just to 
drag this beast out of the pits. 
Again, Eiectronic Arts has used 
Stormfront Studios, the deveioper 
that dumbed-down the IndyCar 
experience in ANDRETTI RACING. 
That game was laughably simplis- 
tic, but at least it screamed and 
was a blast to play. No such luck 
with NASCAR REVOLUTION, a 
game that promises not to tax 
your intellect or skill yet puts your 
hardware through living hell. 

All That Glitters 

At surface level, where even 
the dullest games manage to 

CGMRUTEH'' 1 

GAMII\IC 




PROS: Killer car 
graphics; large 
selectiorr of real- 
world tracks and 
drivers; decent 
garage mechanics; 
good sound effects. 

CONS: Horrific 
frame-rates, even on fast systems: even 
worse multiplayer performance; lousy 
physics model; stiff controls. 
DIFFICULTY: Easy. 

REQUIREMENTS: 200MHz or faster PC 
(Pentium, Cyrix 6x86, or AMD K6), 32MB 
RAM, 430MB hard-drive space. 

3D SUPPORT; 3dfx (Voodoo, Voodoo 
Rush, Voodoo% and Banshee); Intel 1740, 
nVidia TNT and Riva 128, ATI Rage 128, 
S3 Savage 3D, Rendition Verite 2200, 
Direct3D, 

MULTIPLAYER SUPPORT: IPX network 
(2-8 players), modem and serial (2 play- 
ers); 1 CD per player. 


Price: $49.95 
Publisher: Electronic Aris 






PICTURE PERFEa Graphically stunning 
in freeze frame, NASCAR REVOLUTION 
loses most of its appeal when you set it 
in motion, unless you've got a killer 
gaming rig. 


shine, this one sports some 
mighty impressive features. You 
get a whopping 17 accurately 
modeled real-world tracks — 
mostly oval variations, with two 
road courses — that include 
Atlanta, Bristol, Indianapolis, 
Michigan, Richmond, Talladega, 
and Watkins Glen. Three courses 
also offer night racing, which can 
be a kick. Further, the game lets 
you test your mettle against 31 of 
NASCAR's brightest active drivers, 
including Jeff Gordon, Dale 
Earnhardt, Rusty Wallace, Ted 
Musgrave, Bill Elliott, Dale Jarrett, 
and Hut Stricklin. You can also 
race against such legends of the 
tarmac as Cale Yarborough, 
Richard Petty, and Bobby Allison. 
They are all empowered with 


what Stormfront 
calls Thunder Al, 
which certainly 
sounds wicked. 

Other poten- 
tial goodies 
include a bevy of 
shop adjust- 
ments. such as 
wedge, down- 
force, gear ratio, 
fuel load, steer- 
ing lock, weight 
distribution, 
shocks, and 
wheel cambers. 
All this from a game that pretends 
not to care about such details. 
Thanks to slipshod performance 
issues, neither do we. Luckily, 
most adjustments have no effect 
on the track. 

In spite of 3D accelerator 
requirements, the game's graphics 
are a mixed bag. I loved the 
detailed car skins, and the trans- 
parency and windshield reflection 
effects are dazzling. On the other 
hand, visual sloppiness abounds, 
including square car shadows and 
a fair amount of polygon clipping. 

The game supports a wide 
range of controllers, from 
gamepads to force-feedback 
steering wheels. Too bad the 
actual in-game controls are so 
sluggish. But it does take your 


mind off the stupefyingiy unrealis- 
tic physics model. You know, the 
one that lets you take any corner, 
at any speed, from any racing line, 
with virtually identical results. Or 
that causes cars to stick — not 
bounce — when they hit the wall. 
The game can be set to either 
realistic or arcade modes, but 
both feel about the same. 

Pony Up Some 
Horsepower 

EA Sports promises this game 
will push your hardware to its lim- 
its, and it will, but not in a good 
way. Despite a minimum system 
requirement of a Pentium 200, the 
game was sluggish as hell on my 
trusty old P233 MMX, with 64MB 
RAM and 1 2MB Monster 3D II. So 
I tossed it on a PII300, with sur- 
prisingly similar results. Turning 
down the eye candy helps, but 
visual flash is the game's only 
redeeming feature; without it, all 
we have are boxy graphics and a 
pathetic driving model. If you're 
determined to stick with this 
game, my suggestion is to use the 
DirectSD rendering option, in 
which you'll lose graphic glitter 
but gain a consistently playable 
frame-rate. 

As you'd expect, the game's 
multiplayer performance is quite 
frightening. There’s no Internet 
play, for obvious reasons, and 
even a direct serial cable (null 
modem) connection begins to 
shudder when more than four 
cars share the asphalt. LAN play 
fares best, but again, for the best 
performance, limit the total num- 
ber of drivers in a single race. 

I understand the market EA 
and Stormfront were aiming for 
with NASCAR REVOLUTION. 

What I don't get is how they 
managed to miss the mark so 
badly. The only revolution this 
game might incite will be at the 
return counter of your local 
software store. 


A. 


COMPUTER GAMING WORLD » JUNE 1998 


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SUPERBIKE WORLD CHAMPIONSHIP • REVIEW 


Hog Heaven 

This Racer Boasts Challenges and Thrills in All the Right Places 


by Gordon Goble 

here are games and there 
are classiG, and in PC 
racing we are fortunate 
to have had our fair share 
of the latter. But whoever 
said a landmark racing 
game had to ride on four 
tires certainly didn't count 


on the latest release from the 
recently prolific racing stables of 
Electronic Arts. 

Designed by Italian-based game 
developer Milestone (SCREAMER), 
SUPERBIKE WORLD CHAMPIONSHIP is 
an unexpectedly remarkable world- 
class presentation of world-class 
motorcycle racing. It's so good that 
it gracefully renders its only true 




GET ME OFF THIS CRAZY THING! The view from SUPERBIKE's first- 
person camera, a truly frightening perspective. 



PROS: Killer 
graphics; impres- 
sive physics, racing 
options; great 
audio. 

CONS: Hefty sys- 
tem requirements; 
slow track load- 
ing; no crash dam- 
age or injuries. 



competition — Intense Enter- 
tainment's sound-alike SUPERBlKE 
WORLD CHAMPIONS— darned near 
forgettable. 

A New Standard 
in Racing 

With 12 real-world Superbike 
courses and an overflowing roster 
of real riders, bikes, and sponsors, 
this game is far more authentic 
than Intense Entertainment's can- 
didate. With hauntingly photoreal- 


DIFFtCULTY: Advanced. 
REQUIREMENTS: Pentium 233, 8MB 
RAM, 402MB hard-disk space, 8x CD- 
ROM drive. 


istic graphics that surpass those of 
Ubi Soft's FI RACING SIMULATION, 
it is a visual masterstroke. And with 


3D SUPPORT: Direct30-compatible 
card with SMB RAM. 

MULTIPLAYER SUPPORT: Modem, 
serial cable (2 players), IPX orTCP/IP 
(2-8 players); 1 CD per network game. 

Price: S49.95 
Publisher EA Sports 


www.easports.c 


a demanding and complex physics 
model, it challenges gamers like no 
other bike-racing game ever has. 

But should you think you'll need 
a license in Simology just to get 
upright, fear not. SUPERBIKE is two, 
two. two games in one. For the 
casual crowd, it's a blatantly 


arcade affair with simplified riding 
and enough stereotypical coin-op 
menu trappings to look like an 
explosion at a Sega factory. The 
second game-within-a-game, how- 
ever, is the real reason SUPERBIKE 
will make everyone's short list for 
racing game of the year. 

Let me put it this way — I spent 
my first two hours perfecting a sin- 
gle lap at Italy's Monza, enjoying 
every subtle moment and reminisc- 
ing fondly about my earliest experi- 
ences with MicroProse's GRAND 
PRIX II. Make no mistake, with its 
multitude of difficulty and realism 
options opened, SUPERBlKE is at 
least that involving and perhaps 
even more difficult. 

First and foremost, there is little 
doubt you are astride a tenuous, 
temperamental motorcycle, one 
that differs from manufacturer to 
manufacturer. Accelerate too quick- 
ly and you'll wheelie and flip; brake 
too sharply on a downhill slope 
and you'll bring the rear wheel up 
and potentially take a header over 
the handlebars. Along the way, 
SUPERBlKE forces you to take an 
ultrasmooth approach and smart 
racing lines, with the believable 
crash-avoidance techniques and 
uncanny behavior of the Al compe- 
tition an added bonus. 

Should you go for a spill, how- 
ever, it's a wild show to be sure, 
with detached riders doing their 
best rag-dol! impersonations, and 
bikes tumbling and skidding to a 
stop. Sadly, crash-damaged bikes 
and racers are not part of the 
equation, though at 1 00 percent 
realism you will have to run back 
to your overturned mount and 
manually get it pointed back in the 
right direction again before you 
can continue! 

Looking Good 

As impressive as the SUPERBlKE 
ride is, the game's graphics are 
even more so. Granted, you have 



to exceed the recommended sys- 
tem requirements to experience its 
true glory while maintaining a 
workable frame-rate; but if you do 
it's a knockout show, with brilliant 
detail, shadows, lighting, tire 
smoke, and a gorgeous rendering 
process that creates unbelievable, 
almost TV-like images. 

It's not just the polish that 
shines — it's what's underneath, 
too. SUPERBlKE features a dozen of 
the finest real-life circuits ever seen 
in a sim. Tlie game also never lets 
you forget that each rider is some- 
what independent of his machine. 
You can see this best exemplified 
in the first-person perspective, in 
which the camera view actually 
bobs about in accordance with the 
position of the rider's head, not the 
handlebars. I, however, preferred 
the situational awareness of the 
third-person chase view. 

A full garage facility and seem- 
ingly accurate telemetry readings 
will help you tune your beast, and 
the game offers several modes of 
play from preseason practice 
through a full championship (with 
real-time qualification sessions) 
and several multiplayer options. 

SUPERBlKE doesn't pull any 
punches in the audio department 
either, superbly showcasing the 
unique engine notes of each of the 
five bike types on display and posi- 
tioning the sound wonderfully 
across the stereo spectrum. 
Unfortunately, the game slowly 
unloads and reloads each track 
with every new session. Of course, 
this complaint pales against all 
that is fight with the game, 

SUPERBlKE succeeds on many 
levels, not the least of which is that 
it becomes more enjoyable the 
longer you play and the better you 
get. And yes, serious racers will 
continue to improve as their expe- 
rience, ability and knowledge 
increase — the true mark of a top- 
notch sim. M'TJ 






www.computergaming.t 


COMPUTER GAMING WORLD • 






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MICROSOFT GOLF 1999 EDITION • REVIEW 




Here on Mulligan's Isle 

MS GOLF 1999 EDITION Is a Great Game but Only a Slight Upgrade 


by Scott A. May 

I t seems like only yesterday 
that I was heaping high 
praise on MICROSOFT GOLF 
1998 and applauding the 
veteran franchise for finally 
coming into its own. Wait a 
minute — that was yesterday. 
Well, almost. And now, a 
scant six months or so after the 
release of GOLF 98, Microsoft and 
Friendly Software are offering GOLF 
1999 EDITION, an ever-so-s!ight 
remake of last year's model. 

Packed with only three new 
courses and a few cosmetic 
changes, this release is basically an 
upgrade. In fact, Microsoft could 
easily have gotten by with a down- 
loadable patch and expansion disc. 
Thankfully, a S30 mail-in rebate for 
owners of GOLF 98 takes the sting 
out of paying full price for a game 
you more or less already have. 
Owners of previous MS GOLF prod- 
ucts also qualify for a $1 0 rebate, 
which, all things considered, might 
be an even better deal. 


computer' 1 

CSAMINC 

WOWLP 




PROS: Improved 
ball physics; ultra- 
clean interface; 
attractive graphics; 
in-depth player cus- 
tomization; four 
swing modes. 

CONS: Gameplay 

not appreciably better than last edition; 
lacks printed manual; no 3D hardware 
support. 

DIFFICULTY; Easy. 

REQUIREMENTS: Pentium 90. 16MB 
RAM, 55MB hard-drive space. 

3D SUPPORT: None. 

MULTIPLAYER SUPPORT: Modem (2 
players), IPX orTCP/IP (2-4 players); 1 
CD per player. 


Price: $J4.95 
Publisher: Microsoft 





THIS PERFECT WORLD As with many of today's top golf sims, 
the graphics in MS GOLF 99 are so polished that they've 
become somewhat sterile and lifeless. 



With an engine licensed from 
Access Software, MS GOLF began 
as merely a watered-down version 
of LINKS, contractually crippled to 
always be one step behind the 
Carver mother lode. And the game 
has cowered in the shadows ever 
since. It wasn't bad; it just wasn't 
good — as if it had no soul. 

A Bastard No More 

Last year Microsoft finally ponied 
up the dough to hire Ohio-based 
Friendly Software to do an original, 
stem-to-stern makeover of the 
feeble franchise. Driven by an 
improved version of Friendly's GREG 
NORMAN game engine, a sleek 
interface, and knockout graphics, 
GOLF 98 rose to the ranks of the 


genre's top con- 
tenders, alongside its 
estranged parent. 

The good news is, 
GOLF 99 delivers 
three new 18-hole 
courses— Donald 
Ross Memorial, 

Eagle Heights, and 
Medallist Golf Club. 
They join four 
holdovers from last 
year — ^Teeth of the 
Dog, the Links at 
Casa de Campo, Bay 
Harbor, and the Preserve 9 — for a 
total of 117 holes. That's a heap o' 
holes, which is nice, because unlike 
LINKS or JACKNICKLAUS GOLF, in 
GOLF 99 you can't import courses 
from older versions of the game. 

The bad news isn't really bad; 
it's just disappointing: Virtually 
nothing else about the game has 
changed, Microsoft claims that a 
few aspects of gameplay have 
been tweaked, like chipping 
dynamics, but after playing for 
three weeks — and comparing it 
back-to-back with GOLF 98 — I 
could find few discernible differ- 
ences. Again, this isn't necessarily a 
bad thing. It just makes you won- 
der why Microsoft didn't wait to 
release a bona fide sequel. 


Same Old, Still Good 

Highlights of returning features 
include excellent customization of 
your gaming environment, includ- 
ing player strength, club distance, 
ball size and type, pin placement, 
and weather conditions. Up to 
four players can compete in one of 
five game types — Stroke, Match 
Play, Skins, Bingo-Bango-Bongo, 
and Scramble. 

The availability of four swing 
modes assures that players of 
almost any skill level (real or imag- 
ined) can participate, from dub 
lawyers to ball scrubbers. There are 
the standard dual- and tri-click 
mouse-button modes; an auto- 
mated Sim swing that virtually 
eliminates player input (not to 
mention all the fun); and Natural 
Swing, in which backswing and 
ball strikes are controlled entirely 
by mouse movement. This last 
method is touchy and difficult to 
master, to say the least, and not 
performed in realtime. Stick to the 
traditional click-and-twitch instead. 

MS GOLF 99 doesn't support 3D 
video acceleration, but it doesn't 
need to. In terms of photorealism, 
the game element that everyone 
seems to clamor for, the graphics 
here can toe the line with any 
competitor, using a combination of 
prerendered backdrops and video- 
captured golfer animations. Screen 
redraws are zippy, with multiple 
views to choose from. Truth be 
told, as in many of today’s top golf 
sims, the landscapes here are so 
buffed and polished that they’re 
somewhat cold and lifeless, as if 
you're playing inside a presenta- 
tion slide show. Be careful what 
you wish for, people. 

Redundant features and the lack 
of viable improvements make 
MICROSOFT GOLF 1999 EDITION 
best suited for fans who don't 
already own GOLF 98. For the rest 
of us, the countdown to GOLF 2000 
is still ticking. 23I7 


a 




www.computergaming.c 


COMPUTER GAMING WORLD » JUNE 1999 




IP 



111 LULU. 


LUHHEF^E l3F=imEI=^ 
SO "TO I— iOOLU 


Live from the show floor! 

GameSpot's E3News.com is the ultimate guide to gaming's ultimate show. 
E3 1999 promises to be the best ever, and we will be there with more 
previews, more screen shots, and more insider buzz than ever before. 


www.E3news.com 



HEROES OF MIGHT AND MAGIC III • REVIEW 





UNDERGROUND MOVEMENT 


The addition 
of sprawling 
subterranean 
areas in the 
adventure sec- 
tion of the 
game effective- 
iy doubies the 
size of many of 
the maps. 


Heroism 101 

To protect your more valuable units, let your weak- 
est creatures attack tough enemies first so they 
absorb the counterstrike. 

The Al almost always focuses its attack on the 
largest group of units, so build up hordes of cheap 
cannon-fodder units to occupy enemies while your 
stronger armies pound on them. For inferno heroes, 


bait enemies with imps so that magogs can hurl 
fireballs without damaging more-expensive units. 
Build marketplaces early. Almost every map is 
scarce in some resource (generally gold), so you'll 
need to convert resources early and often. 

Just because you start a scenario with two towns 
doesn't mean you need two heroes. Instead, use 
one town as your central production point while 
building up only the income-generating aspects of 


the second town. With one well-equipped hero 
you'll be able to win crucial early battles for 
resources that will eventually make additional 
heroes affordable and effective. 

Use your units' special abilities. For example, since 
cavaliers and champions get 5 percent extra dam- 
age for every hex traveled, they should always 
charge before an attack, even if it means just cir- 
cling an enemy that's already next to them. 


Killing Kendal and Capturing Steadwick 
You'll need two waves of enormous armies to take 
out General Kendal, who guards Steadwick. The key to 
this limited-time scenario is to grab the dragon generator 
in the lower-right comer of the subterranean level. Load 
your best hero with units and then seize the generator 
before the end of the first week. Build up your dungeon 
town first. Initially choosing upgrades aimed at creating 
black dragons. Above ground, secure resources quickly 
and don't waste any units in fights with aeatures who 
want to flee. Raise gold any way possible. By the second 
month, break through the southern magic-inhibiting 
garrison, flagging the griffin towers and the lone gold 
mine. Load up your best heroes and then attack, using 
your first hero to take out Kendal's biggest stack and 
mopping up with your dragon-laden hero. 


fans of the series will probably 
miss the either/or branches of 
HEROES li that rewarded them for 
taking on more challenging scenar- 
ios. The campaign mode's greatest 
drawback is that gamers can't load 
individual scenarios from any com- 
pleted minicampaign — you have to 
save each scenario at its start to 
replay it. While the campaign game 
is loaded with more than 20 great, 
challenging scenarios featuring a 
variety of goals — including wiping 
out enemies, seizing specific towns, 
escort missions, and more — they're 
unevenly paced, with one cruelly 
hard mission finishing up the 


relatively easy 
second cam- 
paign {see side- 
bar for tips on 
beating this 
scenario) before 
lapsing into easy 
mode for the 
next campaign. 

Fortunately, 
the game ships 
with an enor- 
mous number of 
mostly customiz- 
able single sce- 
narios, giving 
the game 
remarkable 
replayability, 
while the map 
editor that's 
included ensures 
that tons of 
user-created 
maps will be 
available online. 

HOMMIII has 
improved its 
multiplayer play, 
allowing for 
timed turns and 
letting strate- 
gists scan the map and their towns 
during an opponent's turn; while 
you can't issue orders during your 
enemy's turn, at least it's better 
than just staring at your monitor. A 
problem with DirectPlay makes 
Internet HOMMlil a sluggish expe- 
rience, but that should be corrected 
in an upcoming patch. 

Ultimately, the rewards of 
HEROES OF MIGHT AND MAGIC III 
far outweigh its few drawbacks. 
Hopefully most of those short- 
comings will be patched, but even 
as it stands now HOMMiii is a 
game that strategy fans should 
absolutely be playing. S3IJ 


being able to gain a bonus when 
commanding certain troops — and 
there are lots of new abilities to 
acquire as well. One new ability, 
tactics, lets heroes move their 
forces within a limited range 
immediately prior to a battle — it's 
great for offense-minded heroes, 
letting them move ranged units 
into prime positions while cutting 
down the distance melee units 
have to travel. 

All this makes for a game that is 
mind-boggling in its depth, and the 
designers deserve praise for adding 
so much while managing to dodge 


the paralyzing 
feature bloat that 
could have easily 
sunk the title. Unfortunately, they 
also deserve a slap on the wrist for 
a tutorial that requires players to 
either print out a huge manual or 
constantly toggle between the 
game and a separate text file. 


Storyteller Theatre 

HOMMIII breaks from its prede- 
cessors in its campaign mode. 
Instead of a pair of linear cam- 
paigns with a few branches, the 
campaign is broken up into six 
minicampaigns of three to four 
scenarios apiece. While this lets the 
game tell a more interesting story. 


i'.computergaming,< 


COMPUTER GAMING WORLD ■ JUNE 1999 








IMPERIALISM II • REVIEW 


Imperialism with a Dash of Civ 

Explore a Brave New World Set in a Bold New Era 


by Loyd Case 

lizabeth I was lucky. If 
it hadn't been for an 
errant storm and the 
plucky courage of Sir 
Francis Drake and a few 
bold Englishmen, we 
might all be speaking 
Spanish today. 

Playing IMPERIALISM II really 
drives this point home. Toward the 
end of one game, I found myself 
locked in a life-and-death struggle 
with Spanish invaders on English 
soil. The battle seesawed back and 
forth for some time, but ultimately 
I was ignominiously defeated. If 
only I'd had my own Drake. 

It's the Same, 
but Different 

As you might guess by the 
name, IMPERIALISM II is the succes- 
sor to SSI’s original turn-based 
empire builder. The original was set 
in an era — roughly the 1 9lh or 
20th century — when empires had 
already been established in the 
New World, and the objective was 
to become the world's first real 

computer' 1 

gamimg] 




PROS: Intelligent 
Al and hidden new 
world make for an 
interesting blend of 
IMPERIALISM and 
CIV II. 

CONS: The game is 
a little dry; some 
audio glitches. 

DIFFICULTY: Intermediate. 
REQUIREMENTS: Pentium 200, 32MB 
RAM, 1 1 0MB hard-drive space. 

3D SUPPORT: None. 

MULTIPWYER SUPPORT: IPX, modem 
(2-6 players); 1 CD per player. 

Price; $49.95 
Publisher: SSl 


www.ssionllne.c 





A NEW-SCHOOL OLD SCHOOL At first glance, IMPERIALISM II looks like an old-school title. But the 2D 
playing surface is actually fairly detailed. 


superpower. IMPERIALISM II is set in 
an earlier time in which there is a 
completely undiscovered New 
World — a world with plenty of 
secrets to be uncovered by adven- 
ture- and glory-seeking explorers. A 
highly engaging game, IMPERIALISM 
II certainly has similarities to the 
original— especially in terms of 
interface — but there are some sig- 
nificant differences, too. 


You’ll notice the first difference 
right off the bat: The game map is 
hidden when you begin play. This 
hidden area is the undiscovered 
country, and it’s up to you to send 
out explorers, sailors, and mer- 
chants to reap riches, resources, 
and living space for your country. 
You can play on a random map or, 
if you’re historically inclined, one 
that reflects realistic geography. 


If We Build It, 

They Will Come 

IMPERIALISM II is a game of 
strategy, exploration, resource 
management, and combat When 
you start a game, you can config- 
ure not only difficulty levels but 
also a host of other parameters. If 
you like a more building-oriented 
style of game, you can set that up. 
If you want lots of combat, no 
problem. 

The graphics are solid-looking, 
in a classical kind of way, but 
they’re mostly static, with a few 
minor animations. One nice touch 
is the zoom-out mode, which 
resembles an old parchment map. 

You begin the game with three 
land units and three carracks 
(small cargo ships). As in the 
original game, movement is 
abstracted. Except when building 
roads or railroads, you place your 
units where you want them, 
without worrying about paths 
and terrain. (I can imagine King 
Philip pointing to a location on 
the map and suggesting to 
Magellan: "Go there.") 



www.computergaming.c 


COMPUTER GAMING WORLD « JUNI 







'Hastgai?' 


Historical scenarios, campaign 
games, a scenario editor plus 
inpitiplayer support- for up to. 

4 players mpkeforhundreds of’ 
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nGHTING SJEEL" the 

battles of WWII from 1939-1942. Command 

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TO ORDER: Visit your retailer 
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Divide by 01998 Slraiagic Simulallons, Inc. Allriohts reserved. Tho SSt logo Is a registered trademark and Fighting Sfee/ls a trademark of Strategic Simulations, Inc. Windows Is a registered trademark 

Zero, Inc. or trademark ol Mlcrosclt Corporation in me U.S.A. and other countries. All other trademarks and registered trademarks are tlic property ol their respective holders. 


Go to #211 @ www.computergaming.com/infolink 



The nations that make up your world consist 
of six major powers and a handful of minor 
powers. You win by gaining control over 32 
provinces in the Old World. While most of your 
acquisitions will be achieved the good-old 
fashioned way, through combat, diplomacy is 
also a major factor. 

Setting up trade pacts, embassies, and 
alliances is a key part of IMPERIALISM ll's diplo- 
matic game. You cajole minor powers to join 
your empire with careful application of trade 
subsidies and outright bribes, and you attempt 
to play different factions off each other. This 
aspect of the game is very similar to the origi- 
nal, but the computer opponents handle things 


better than 
before. Get a 
province taken 
away from you 
by force, and 
suddenly your 
friends will 
start to give 
you the cold 
shoulder. Fend 
off an invader, 
and all of a 
sudden you're 
everybody's 
best buddy. At 
times, its eerie 
just how much 
the Al mimics 
real life — or 
the fourth 
grade. 

Here Be Dragons 

Where this version of IMPERIALISM diverges 
from the original is in its aforementioned 
focus on discovering the New World, which 
adds an extra dimension of strategic depth to 
the game. To win, you have to capture 
provinces in the Old World. But you'll never 
get enough money and resources to do that 
without commandeering provinces in the New 
World. More than a few times, 1 got carried 
away with uncovering hidden lands and set- 
ting up shop there only to discover late in the 
game that I'd fallen behind because I didn't 
pay enough attention to expanding my old- 
world empire. If you act like the Dutch did 



historically, you'll end up with the same results 
they did: You'll get pretty rich but become an 
also-ran in the game of power. 

As you uncover the New World, you'll come 
across a new set of minor powers, which cre- 
ates an interesting choice: Do you just roll in 
and suppress the natives, or do you try to deal 
with them in a more civilized manner? (Hint: 
Even if you're playing in a more peaceful style, 
you can lock out the other powers simply by 
buying a piece of land in the new country. The 
Al can't come in after that unless they declare 
war on you.) 

The game requires you to balance two objec- 
tives. First, there's the dance between managing 
your new acquisitions and paying attention to 
your homeland. Then there's the resource ballet. 
The basic resources needed to feed and clothe 
your subjects lie mostly in your own domain, but 
the real wealth-generating resources, such as 
spices, diamonds, and gold, lie in the unexplored 
regions. In addition, luxuries needed to create a 
productive middle class, like tobacco, sugar, and 
furs, also lie in the New World. The difficulty is 
this: Just when you think you've gotten a handle 
on food, you find yourself running low on lumber 
and iron. You frantically build up those resources, 
only to find that you don't have enough clothing 
to recruit new laborers. 

It gets more challenging the further you get 
into the game, as your citizens move up the 
economic chain. Each new class of worker is 
significantly more productive but demands a 
new type of luxury to stay productive. 

It all sounds a little dry on the surface, but it's 
incredibly addictive. And if it does prove loo 
much for you, you can always assign the Al to 
handle some of the micromanagement. 

it's the Al, Stupid 

IMPERIALISM II boasts one of the stronger Al's 
I've seen. Aggressive and smart, the computer 
opponents will send in a lone cavalryman to 
scout out your position, then return later with a 
much stronger force. The Al also does a good 
job of building a mix of units that can give you 
fits on offense or defense. 

The strategic Al is no slouch, either, though it 
tends to be quite aggressive. For example, even 
if you configure the game to be peaceful and 
builder-oriented (rather than centered around 
combat), the Al tends to send in the troops to 
take over minor New-World countries. 

IMPERIALISM II is one of those rare games 
that actually adhere to the truism that gameplay 
is the first priority. It's not flashy, but as you dig 
into it you find that it's deep, addictive, and 
challenging. And there's no 3D accelerator or 
Pentium II required. This is one title that will live 
on my hard drive for quite some time, 


v.compjicrgaming.c 


COMPUTER GAMING WORLD » JUNE 1999 



REVIEW • NORTH VS. SOUTH 


Un-Civil War 

The JULIUS CAESAR Engine Can't Handle Rifled Muskets 


by Jim Cobb 

T he first thing you need to 
know about NORTH VS. 
SOUTH (NVS) is that it 
uses the acclaimed GREAT 
BAHLES OF JULIUS 
CAESAR engine, which 
was designed to simulate 
ancient tactical combat. 
Problem is, a few things inten/ened 
between the times of Julius Caesar 
and Robert E. Lee — things like 
gunpowder, the disappearance of 
personal armor, and the decline of 
shock combat. Even so, the units of 
NVS resemble their ancient coun- 
terparts in their ratings for morale, 
strength, weapons type, range, and 
the like. 

The units take up either one or 
two 330-yard hexes. Each turn rep- 
resents basically an hour, and in 
that time, units can be ordered to 
move, turn, wheel, and change for- 
mation (column/line, mounted/ 
unmounted, or limbered/uniim- 
bered) individually or, if their com- 
mander is capable, in groups. 

Units take cohesion hits (a la 
GREAT BATTLES) whenever they 


computer' 1 

GAMIM^ 




PROS: A fast-play- 
ing brigade-level 
Civil War game. 

CONS: Looks bad, 
plays poorly, isn't 
historical, and isn’t 
fun. 

DIFFICULTY: 

Intermediate 
REQUIREMENTS: Pentium 166, t6MB 
RAM, 154MB hard-drive space. 

3D SUPPORT: None, 

MULTIPLAYER SUPPORT: Hotseat, 
modem, LAN (1-2 players); 1 CD per 
player. 


Price: $39.95 

Publisher: Interactive Magic 





move through difficult terrain or 
suffer damage in combat. Even- 
tually, enough hits will rout a unit, 
though hits can be removed and 
routed units can be rallied — pro- 
vided they haven't already retreat- 
ed off-map. 

Turn About 

Also as in GREAT BATTLES, 
command is at the heart of NVS. 
Commanders have command 
ranges and initiative ratings, which 
equal the number of orders they 
can give to units; group move- 
ments, if successful, use up that 
leader's allotted orders. The side 
whose commanders have the 
higher initiative ratings tends to go 
first and most often. The twist in 
NVS is that commands come from 
army commanders to corps com- 
manders down to division level. 
The corps commanders can either 
spread orders between their subor- 
dinate division commanders or 
drive a crucial division multiple 
times at the risk of sustaining hits 
for the additional movement. 

NVS applies this system to 10 
engagements between the Union 
Army of the Potomac and the 
Confederate Army of Northern 
Virginia. Each engagement has an 
historical setting and up to six 
"what if variants. The campaign 
game has all 10 engagements 


strung 
together, 
with the 
victor 
sometimes 
able to choose 
a different battle 
to shorten the war. 

Sounds great, but NVS fails to 
deliver. The graphic, for example, 
aren't even up to the standard of 
the GREAT BATTLES series. Why, 
with the colorful assortment of 
kepis, butternuts, Zoauves, and 
other uniforms that colorfully filled 
the Civil War battlefield, are we 
subjected to a monotonous proces- 
sion of blue and gray ranks? The 
terrain can conceal corps and divi- 
sion commands, causing you to 
waste time searching for them 
with the slow scrolling and touchy 
fly-by window. The animation for 
battle is unintentionally funny 
when the defender leaves the hex 
and the attackers bayonet the air, 
and when routed units execute 
neat wheels and march smartly 
away. It can also be frustrating 
when the view switches to the 
next commander before combat 
is finished. 

Blunt Bayonet 

If the gameplay were good, the 
other irritants wouldn't matter so 
much. But NVS is too much like 


GREAT 
BAHLES 
in that 
fire com- 
bat is still 
only prepara- 
tory to melee, 
despite the fact that 
the American Civil War demon- 
strated the uselessness of charges 
against rifle fire. Also, Civil War 
units didn't break and run as 
ancient troops did; they often 
took fire, fell back, and regrouped 
many times. Yet, in NVS, units are 
terminally routed after an unsuc- 
cessful rally attempt (or just at 
the end of a turn). So how are 
you supposed to recreate Antietam 
or Chancellorsville? 

The scenarios are also a let- 
down, with many of the important 
battles missing in action. The cam- 
paigns just link things together, 
with no carryover from one battle 
to another. Thus, a Northern victory 
at the First Buii Run stiii gives them 
oniy McClellan on the peninsula 
instead of the more likely early end 
of the war. 

In the end, NVS falls short both 
as a serious simulation and as a 
fun beer-and-pretzels wargame. 
With TalonSoft's Civil War series 
still available (see the May CGW 
Hall of Fame), there's no reason to 
waste time with this. I33ZI 


A 


COMPUTER GAMING WORLD ♦JUNE 1999 


v.computcrgaming.com 





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The Most 
Lethal Weapon 
Is Your Brain 



Jane's* Fleet CommandrReal strategy. Real conflict. Real time. 


It's the real thing. You're in command of an entire fleet of the world's most advanced naval vessels. Submarines, frigates and 
carriers with ready-to-launch aircraft await your every decision. And all the world's naval powers are 
represented, with complete Jane's references — 1 60 of today's most deadly weapons at your disposal. 
Pit your strategy against crisis situations ripped straight from today's headlines, as you’re briefed 
on the latest developments in an authentic war room. With a point-and-click action map offering 
intuitive game play, and unparalleled single and multiplayer challenge, Fleet Command is actual 
military strategy at its most exciting. Where every choice counts — and smart bombs are only as smart as you are. 


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PRAISE 

for 

Seven Kingdoms 


CREATE civilizations out of thin 
air. Choose from 12 nationalities, 
each with Its own unique cuiture. 
Construct amazingly detailed build- 
ings, including new military camps, 
espionage colleges, and special 
training centers. Each time you 
play will be a fresh experience, 
thanks to the new Random 
Campaign Generator. 


“If you missed Seven 
Kingdoms last year, you 
missed the best strategy 
game In a long time.” 

- PC Gamer 
(Review Score; WKi. 
RecJptcnt: Editor’s Choice Awerd) 


“Like Chan’s Capitalism, 
Seven Kingdoms is deep, 
complex, and challenging. 

- Computer Gaming World 


“The detail in Seven 
Kingdoms makes Age of 
Empires look like checkers." 

- GamePower 


~ Computer Games Strategy Plus 


Trevor Chan is the creator of advanced strategy games like Capiteiiism, 

Seven Klr^doms, and Seven Kingdoms Ancient Adversaries. Although only 25, 
Chan operates his own game design studio, overseeing all aspects of 

production at Hong Kong-based Enlight Software (www.enlight.com). 


S<rvcii Kiiijjdodib II ,biid Tlic riylihiii W.ifb me Iradciniuks iirK) lnlrf.icdve IWigIc Is 
a icgistcrcd Ir.ulcinaik o( liiti‘ii%llve Mnglc. kic, All otlicr IrodcniiSrfcs arc* proji* 
crlyudlHdi icspcclivcowncis. 01^)90 liilitdcllvc Magic, Inc. All rights nscrvccl. 


wuru;. S ever K,.inGooinsI f .com 





ADVANCE PRAISE 

for 

Seven Kingdoms 11 


‘Building upon the success 

( of Interactive Magic’s 
empire-building game 
Seven Kingdom§%ii;evor 
Chan has sought out^j^ 
perfection..." 

TUMmate'PCl^ 


• ‘‘If you didn’t buy j 
Seven Kingdoms_ 
when it first came out { 
don’t make the same mIstakV 
twice.” 

- PC Games 

“Seven Kingdoms 11 is 
shaping up to be everything 
its predecessor was and 
more.” 

~ Imagine Games Network 


GOVERN your society your way. 
Micro-manage your resources, 
establish trade routes and set up 
diplomatic relationships. Research j 
new technologies and militaiy J 
methods In the Towers of Science.! 
Prepare boid plans of attack, and 
watch your bacl< with spies trained 
at your Espionage College. The 
streamlined interface makes ff easy, 
to run your empire. 


SLAY monsters, hire them, or 
become them. 7 horrifying 
“Ffyhtans: Unleash their savagery 
on‘^^he^, pr find yourself as the 
target of their wrath. New Fryhtan 
structures include incubators (for 
producing weapons) and centers 
for'trjinsmitting magic power. 

Plus: thrilling new Heroes. Intro- 
ducing their own special magic 
Nnto the game. 



STRATEGY • CHEATS • WALKTHROUGHS 


SimCity 3000 

Can't Urban Plan Your Way Out of a Paper Bag? We Can Help! 

by Marc Dultz 

IMCITY 3000 is unquestionably one of the most challenging simulations around, aptly modeling the growth 
of a city from its embryonic beginnings into a bustling metropolis. The first 25 years or so represent the 
most difficult phase of the game, because it is during this period that you must successfully lay the ground- 
work for your ideal city. At the outset, you must determine where to locate neighborhoods, workplaces, and 
industries: decide which city services you will provide to your inhabitants: and implement a plan of action that will 
ensure steady growth of the community. Here are some tips on accomplishing your lofty goals — without bankrupting 
the city coffers or turning your administration out onto the streets. 




Obviously, the first item on the agenda 

is to decide where to set up shop. Early on, rt makes sense to 
establish on!y light residential, commercial, and industrial zones 
instead of medium or densely populated zones, since these are 
cheaper to create. While you can cram more people into a medi- 
um or densely populated zone, these areas also take far longer to 
fully occupy and have far lower land values. 

Plan on placing your industrial parks somewhere along the 
edge of the map, preferably close to your power plants and far 
enough away from your residential and commercial districts so 
that they don't lower land value. Residential zones should be cre- 
ated near waterways, lakes, or atop hills, because these types of 
terrain will generally have a positive effect on their land value. 
Commercial zones should be placed nearby, with schools, fire 
departments, police stations, and hospitals in close proximity. 


Once your residential, commercial, and industrial zones have 
been created, your next task is to provide both water and power 
to them. Start out by placing a pumping station near a body of 
fresh water (preferably along a river or on the shore of 
a lake), then construct a water main that leads from 
your pumping station to each of your newly formed 
zones. Pipes can be spaced at least seven tiles apart 
and still provide plenty of water to each of your zones. 
If it still appears as if some zones aren't receiving their 
fair share of water, you may want to construct a few 
water towers nearby or perhaps connect one of your 
water mains to a neighboring community so that you 
can pump in additional water. 

Unlike SIMCITY 2000, you need not erect power lines 
all over the map in order to keep the juice flowing. In 
fact, most buildings will draw power from distant 
power plants if the buildings are simply situated near 
another fully powered zone. 


See the Review 


MAY ISSUE • 4 STARS 


COMPUTER GAMING WORLD « JUNE 1999 


^.computergamlng.t 








Have Smoke, Will Travel 
During the early stages of the game, pollution is by far 
one of your most pressing concerns. Pollution generally 
comes in three forms — air, ground, and water. 
Depending upon where it occurs, pollution can lower 
the value of land, retard growth of the city, and turn 
away city dwellers by the droves. 


From time to time, your neighbors wilt 

propose all sorts of deals to you, such as purchasing excess power 
and importing garbage. If you're in dire straits, they may even 
offer to pump in potable water, albeit at an exorbitant cost. Unless 
the terms of these arrangements are utterly outrageous, it makes 
sense to take them up on their offers as quickly as possible before 
they decide to rescind the proposal, The short-term benefits of 
these deals often will outweigh the long-term costs; besides, you 
can aiways cancel the contract at a later date if it looks as though 
the deal is starting to go sour. 

Check with your financial advisor to see what types of ordi- 
nances you can enact. Early on, pass any ordinances that will gen- 
erate income, such as parking fines and legalized gambling. While 
such ordinances tend to upset your populace and lower your popu- 
larity, your most immediate concerns are to stimulate growth and 
establish a positive cash flow. You can always strike down these 
ordinances later if they are doing more harm than good. 

Aithough some legislation will end up costing you money, you 


should still enact these ordinances as quickly as possible, 
since they will generally allow you to build certain structures 
or hasten the availability of other ordinances. For instance, 
the passage of the shuttle ordinance permits you 
to build slightly larger residential, commercial, 
and industrial zones (one extra tile each), which 
means that you can create larger zones and far 
fewer roads. 

Other ordinances, such as the passage of a 
junior reading program, will generally raise the 
education level of your populace and improve their 
happiness, making it more attractive for other sims 
to move into your community. The creation of a 
maximum-security prison makes sense too, since 
this will bring in additional revenue at a time 
when you can use it most. Because prisons and 
jails drastically lower neighboring land value, they 
should be sited in low-value areas along the edge 
of the map, where their adverse impact will be 
severely lessened. 


^.computergaming.com 




GAMING WORL 




SIMCITY 3000 





In addition to a decent neighborhood, 

your sims require a viable transportation system so that they 
can travel from one destination to another. While some sims 
don't mind walking to the corner Quickie Mart every so often, 
most would rather drive or ride the rails than hoof it, since this 
will appreciably cut down their travel time. 

Resist the urge to build an extensive network of roads, since 
this will only lead to higher maintenance costs and greater 
traffic congestion. Instead, create an above-ground rail system 
that parallels your most frequently traveled routes and inter- 
sects at key junctures. Place train stations at regular intervals 
alongside the tracks, locating them within walking range of 
each major residential, commercial, and industrial zone. 

Make sure to leave ample 
room for the rail system to 
expand, so that it can effi- 
ciently and effectively meet 
the demands of your citizens. 

It's also a good idea to con- 
nect your rail system to as 
many neighbors as possible 
since this will enable more 
sims to quickly move into 
your community. 


Later on, as land values rise and new modes of 
transport become available, it may be wise to 
build an underground subway system that mirrors 
your rail system. When subway ridership increases, 
you can then think about tearing up the above- 
ground rail system and replacing it with a net- 
work of roads capable of supporting bus traffic. 

Be sure to place bus stops at random intervals, as 
close as possible to any subway stations. 



Knowledge Is Power 


Early on, the only power sources available 

are coal and oil-based power plants. Although coal plants 
are cheaper to purchase and operate and produce slightly 
more power, they emit far more pollutants than oil plants. 

So, unless your 
city desperately 
needs power, 
stick with oil, at 
least until gas- 
powered plants 
come online. 

Like landfill 
sites, power 
plants should be 
situated in the 

corners of the map or along its outer edges so that their 
pollutants "drift" off the map instead of into your commu 
nity. At the map edges, power plants will also be ideally situat- 
ed to supply unused power to nearby communities. 

Finally, it should be pointed out that power plants start to 
decline with age, operating at less than peak efficiency as the 
years pass by. If they do break down, power plants spew even 


more waste into the surrounding region, which can lead to all 
sorts of problems. Every so often, it would be wise to check on 
the condition of your power plants, replacing decrepit plants 
with newer power sources. 


COMPUT6R GAMING WORLD » JUNE 1999 


^.compulergaming.c 





SIMCITY 3000 






Unless you are prepared to export garbage to a 

neighboring community (not a good idea considering the cost) the next most 
logical recourse is to create a landfill, placing it in a corner of the map where it 
won't affect your main urban center. Landfills are some of the worst polluters, 
and left unchecked, can become serious blights on the urban landscape. 

In terms of zoning costs, landfills are also fairly expensive, so keep your initial 
site small and well out of range of the nearest inhabitants. Try to allocate a large 
enough tract of land to accommodate any future site expansion, making sure to 
leave some space vacant for an incinerator when it becomes available. 


While landfills are obviously eyesores, they do 
have their benefits. Neighboring communities will 
routinely offer to export their garbage into your 
community, paying a fairly handsome fee to rid 
themselves of their unwanted waste. So, while 
importing garbage may seem like a fairly unat- 
tractive option, the extra income will prove 
handy when expenditures outstrip revenues. 

' Later on, as your bottom line improves, you 
can always rescind those heartless waste man- 
agement contracts. If things are going especially 
well, you can even dismantle your landfills and 
export garbage into someone else's backyard, 
reducing the pollution level and perhaps causing 


Break the Bank 



If your city is in dire need of funding, 

or if an attractive opportunity pre- 
sents itself, it makes good sense 
for you to turn to the banks for a 
low-interest loan. Since you can 
have only 10 outstanding loans at 
any one time, it's wise to borrow 
the maximum amount allowable 
(S25,000), although it'll cost you 
something on the order of S30,000 
to pay it back in full. 

Loans should be used as an 
immediate stopgap measure or to 
finance key projects such as the 
construction of a backup power plant or water tower, and 
should never be used to pay off other outstanding loans. It's 
easy to get into a situation in which you have multiple out- 
standing loans and no hope of ever digging out from under all 
that red ink. 


While the advent of clean industry 
will lower pollution levels much later 
in the game, the planting of trees and 
the establishment of parks will have a 
much more immediate effect and will 
help to reduce emission levels throughout your city. 

Remember that even Rome wasn't built in a day. And while the 
first 25 years or so in SiMCiTY 3000 are troubling times even for 
veteran players, overcoming this stumbling block means that you're 
well on your way to creating the ultimate utopia. CSU 


ir.cotnputergaming.com 


COMPUTER GAMING WORLD « JUNE 1999 



Myth II: Soulblighter 


Applying the Principles of War for Online Success 


See the Review 


APRIL ISSUE *4.5 STARS 





categories: recon, melee, missile, 
and special units. Units like 
Berserks, Giant Myrkridia, and 
Bre'Unor overlap two categories. 

Recon units like Ghois, 
Spiders, Myrkridia, and Berserks 
are the fastest units of the 
game. They're used primarily 
for scouting, skirmishing, 
harassing, and/or grabbing 
an undefended flag or ball. 

Melee units such as Berserks, 
Myrkridia, Giant Myrkridia, 

Heron Guards, Bre'Unor, Trow, 
Thrall, and Warriors are the 


Depending on the game type, 
choosing a balance of melee and 
missile units provides a strong 
force for any task. 

Special units like Dwarves, 
Mortar Dwarves, Warlocks, and 
Fetch are easily the coolest units. 
With their ability to inflict damage 
on massive areas, they make a 
nice complement to any army. 
New players tend to load up on 
Dwarves, Fetch, and Warlocks, but 
they soon learn that there's a 
downside: They’re the trickiest and 
hardest to master of all the unit 


by Raphael Liberatore 


raw your swords, string your bows, prime your mortars, and prepare your spells, because we're gathering around the war table to 
discuss MYTH I! multiplayer strategy and tactics. With MYTH H's fast-paced multiplayer options, victory depends on your ability to 
make quick tactical decisions, utilize fine-tuned skills, and employ surefire strategies. 


The Importance of 


strategy starts with 

unit trading. One consideration is 
mix of units: Choosing the best 
combination of troops for your 
army is a factor of paramount 
importance for victory. Another is 
the game type and map being 
played: Choose units best suited 
for specific games and maps. 

Units in MYTH II fall into four 


nucleus of your army. Melee units 
have three functions: Support mis- 
sile and special units, defend a 
flag or ball, and strike the enemy 
when an old-fashioned infantry 
assault is needed. When a particu- 
lar strategy calls for defensive tac- 
tics, melee units should make up 
the bulk of your force. 

Missile units are f ATTENTION! Strategy starts with unit selection. Winning depends on hav- 
probably V ing the right mix of units and the right units for the game and map you'll be playing 

the most 


underrated of the cat- 
egories. They provide 
support for direct 
assaults and are per- 
fect for protecting 
your army against 
Ghois, Wights, 
Dwarves, or 
Warlocks. 


categories, requiring an incredible 
amount of focus and energy. They 
also have a tendency to get killed 
easily. What's more, their explo- 
sions can't tell friend from foe; 


while it's not a good idea to let 
them wander too far from the 
main body of forces, it's also 
unwise to let them huddle too 
close to your army. 


WHAT*S A GIMBLE? with more than 21 multiplayer maps 

to choose from— in addition to single-player game maps — you must get to 
know maps like Gimble in the Wabe and the games they best support. 


/ LOSING 101 Even though the archers are at a good elevation, 

I the Warriors should be flanking them on both sides for protection. Here, the 
V Ghois can claw past the archers to assassinate the poorly protected peasants. 


186 COMPUTER GAMING WORLD » JUNE 1999 


v.computcrgaming.com 





MELEE GAMES 


Body Count In this most 
popular of myth's multiplayer 
games, the player or team with 
the most kills and/or total dam- 
age wins. Start out with a mix of 
recon, missile, melee, and special 
units. Units that pack a wallop, 
like Dwarves, Wights, and 
Warlocks, are ideal. Try to pick a 
good balance of melee troops but 
keep the slower-moving Thrall to 
a minimum; Vulnerable to explo- 
sions, Thrall will give opponents 
the points needed to win. Take 


flag. Here's another good tactic: 
After gaining the flag in the wan- 
ing seconds, send out small groups 
of units, a couple at a time, to 
slow down and prevent other units 
from contesting your flag. 

King of the Hill The play- 
er or team holding the flag at the 
center for the longest period of 
time wins. It's a tricky game that 

requires constant maneu- 

vering on an ever-fluid 
battlefield. Launch a 


wise to be flexible, so 
yield the flag to supe- 
rior forces and regroup 
for another attack. 

Assassin The 

object is to assassinate 
your opponent's unit or 
group of units (usually 
a hapless baron) while 
protecting yours at the 




V 



YEE-HAAW! In Stampede, move your herd to the flag before any- 
one else in order to secure the teleportation area and gain the upper hand. 


the offensive by scouting the map 
with your recon units, looking for 
favorable terrain, enemy weak- 
nesses, exposed flanks, or players 
locked in combat, then take the 
initiative and exploit them. Most 
Body Count games are decided 
within the first several minutes, 
so don't hold back for too long. 

Last Man on the Hill 

The player or team in possession 
of the flag at the center of the 
map when time runs out wins. 
Pick troops with good defensive 
posturing — special and melee 
units are optimal choices. Timing 
is everything here: Experienced 
players wait till the last possible 
minute before launching a well- 
planned assault, en masse, on the 


concerted effort toward seizing the 
flag early on. After you gain the 
flag, expect a barrage of attacks 
from all sides. Move your forces to 
a defensive perimeter near the 


same time. Assassinating a baron 
causes that player's army to disap- 
pear from the map. In addition to 
searching for enemy barons, your 
primary objective is to protect your 
baron at all costs, so keep defen- 
sive units nearby. Send an attack- 
ing force of recon and special units 
to scour the map for targets, 
assassinating an opponent's baron 
when their forces are locked in 
battle with someone else and 
aren't prepared for an assault. 

Hunting The player or 
team killing the most neu- 
tral units (deer, birds, or 
peasants) wins. The strate- 
gy for this wild but fun game 
hinges on staying focused on your 
objective to kill neutral units. Don't 
get caught up trying to attack 
other units unless the opportunity 


SEARCH AND DESTROY Ghols make excellent recon units. In this 

of Assassin, the Ghols quickly scouted a group of peasants trying to hide, with mini- 
mal protection, in the corner of the map. Farewell, peasants. 


MINED YOUR STEP You don’t have to engage in hand- ' 

to-hand combat to protect a flag in Last Man on the Hill — ^just place satchel 
charges around the flag and wait for victims to walk into your trap. y 


base of the flag 
while creating one 
or two quick- 
response teams, 
composed of recon 
and melee units, for 
added maneuvering. 
Use recon units to 
skirmish with 
advancing armies to 
slow them down. It's 



exists. Trade for units that are fast 
but can protect themselves if 
attacked by an opponent's hunting 
party. Avoid spreading your units 
thin in search of prey; chances are 
they'll get killed. Form two or 
three hunting parties and multi- 
task them in a counterclockwise or 
clockwise direction, each group 
within bowshot of the other. 

stampede You must success- 
fully guide your herd of pigs to the 
center of the map for teleportation 
(some game types provide the 
enemy flag as the teleportation 
point). The winner is the player or 
team herding the most pigs off the 
map. In this game, quickly split 
your force into two groups, the 
first consisting of recon, missile, 
and melee units; the second, of 
slow-moving melee and special 
units. Charge your first group to 
the teleportation point so you 
can keep other players from 
herding their pigs to safety. 

This also gives you an oppor- 
tunity to secure the teleporta- 
tion point. At the same time, 
use your second group to 
quickly herd your pigs 
toward the point. The 
first players to herd their 
pigs to the center usually 
meet with little resistance. 
Remember to protect your pigs 
while killing as many of the 
opponents' pigs as possible. 


ti.computergaming.c 


COMPUTER GAMING WORLD » JUNE1999 18 ? 



FISH IN A BARREL Be on the lookout for opponents who bait you into traps. This player blundered badly, twice: He passed 
lose to a deep body of water in which Wights were lurking and then got caught downhill from a force of deadly Archers and Dwarves. 


FLAG GAMES 



Flag RallyTlie player or team who touches 
all flags wins. For this fast-paced contest, stock 
up on recon and quick-moving melee units. 
Quickly take the offensive and send your recon 
units to touch all the flags. Move your army en 
masse to each flag, destroying resistance along 
the way while redirecting recon units to grab 
unclaimed flags. 

You can also play defense by sending 
out your defensive units to grab other flags 
while at the same time you keep the bulk 
of your army behind in order to guard your 
main flag. 

Capture the Flag The player or team 
capturing the most flags while maintaining 


s 

possession of their own flag I 
wins. Select a good balance 
of forces for multitasking. 

Split your forces into two 
groups, keeping defensive 
units behind to guard your j 
flag while attacking with the ' 
rest of your forces. Recon the 
map in search of exposed 
flags and/or weakened oppo- i 

nents. Try sneaking your 
units past the defense of ; 

another player while he's I 

engaged in combat, and I 

touch the flag. 

Territories 

There are several 
flags scattered 
throughout the map, and the player or team 
controlling the most flags when time runs out I 
wins. For this pure strategy game, a balanced | 
force of recon, melee, missile, and special 
units is required, i 

The best overall strategy is to methodically 
capture and hold as many flags as possible 
without spreading your army too thin. For best 
results, it's a good idea to split your army into 
three main forces for multitasking, but make 
sure you keep each force within supporting dis- 
tance of each other, should a large enemy force 
attack. Send your recon units across the map to I 
exploit enemy weakness and/or take unguard- 
ed flags. In the final minute of the game, make 
a concerted push to capture flags. i 




^WARENESS 

Keep your eye on the minimap for 
players engaged with other oppo- 
nents, then exploit the situation. 
This single Warlock decimated an 
unsuspecting force while the player 
was busy fighting on the other side 
of the map. 


/m COMPUTER GAMING WORLD » JUNE 1 



protected. Just as you need to pro- 
tect your baron in Assassin, in this 
game you must secure your ball or 
you'll be eliminated. Try to pick a 
mix of forces for defending and 
attacking. As in Steal the Bacon, 
actively search for opportunities to 
sneak in recon units while others 
are locked in combat. Try using 


HIGHPOINT AT THE OK CORRAL Position your missile troops at high 
elevation so that their attacks will go farther and be more accurate. Here, Archers receive an 
exploding gift complete with shards and fragments. 


steal the Bacon The player or team 
with possession of the "bacon" (an over- 
sized mobile soccer ball) when time runs 
out wins. As in Last Man on the Hill, the 
key here is to conserve your forces till 
the end. Let others battle it out, and 
avoid combat at all costs unless an 
exposed flank looks tasty. Wait until the 


Ghdis, Myrkridia, and Berserks for 
stealing opponents' balls. 

Scavenger Hunt several mov- 
able balls are scattered throughout 
the map. The first player or team to 
touch all balls wins. This game gets 
chaotic, so it's smart to choose a bal- 


BALL GAMES 


last minute before launching a focused 
attack on the ball holder's forces. During 
the battle, maneuver recon units to sneak 
in and grab the ball. If you get the ball 
early on, dribble the ball to a defensible 
position. Depending on the terrain, some- 
times you can dribble or blast the bail to 



anced force. Load up with recon 
units, because opportunities to 
snatch unguarded balls will occur 
and you'll need the fastest troops to 
get at them. Use small teams to get 
as many balls as possible before your 
opponents do. On defense, dribble 
balls out of your 


opponents grasp 


and keep them near 


your troops for pro 


placed throughout 


the map. The player 


or team possessing 


the side of a hill or onto deep impassable 
water for added protection. 

Balts on Parade Each player or team 
begins with a mobile ball that must be 



time runs out wins. The 
strategy is similar to 


TIMING IS EVERYTHING Playing MYTH II requires not only strategy and skill but 

also cunning — and a bit of luck. In the final seconds of this team Steal the Bacon game, a skilled 
team member sneaked his Ghol into the fray and dribbled the ball away unnoticed. 


that of Territories, but rather than 
spreading your army thin trying to cap- 
ture that game's flags, here you have 
the option of using fast recon units to 
obtain and bring back as many 


Mapping Things Out 

Line up your archers, preferably on a hill or eleva- 
tion, with soldiers in a protective encirclement. Load 
up your ghbis, shown in yellow, with satchels then 
send them in groups to saturate the enemy as deeply 
as possible with satchels (noted by the red arrow 
lines). Three preset ghol groups, represented in red 
circles, work well for flanking and penetrating the 
enemy positions. 

Once you’ve gotten the satchels in, you have three 
choices for setting them off; Bowmen (gold arrows) 
shooting flaming arrows; a group of ghdis with wight 
bits or dwarven mortars (though you risk having 
them cut down by archers or soldiers); or dwarven 
mortar or a standard dwarf can set them off (riskier 
since dwarves are slow and cost a lot). 

With practice, this can be a devastating maneuver. 

For movies of this and other MYTH 11 tactics, check 
out this month's CG-ROM. 


unguarded balls as possible to a defen- 
sible, secured position. You should use 
your recon units to constantly roam 
the map in search of balls without 
engaging the enemy, but — as in other 
Bacon games— you should always keep 
a sharp eye out for opportunities to 
ambush the enemy. Make your big 
push just before the end of the game 
by maneuvering two or three groups 
of troops toward as many balls as 
possible. E33 


Y.computergaming.cofn 


COMPUTER GAMING WORLD « JUNE T999 IM 









Close Combat III: 
The Russian Front 

Battle Tactics for the War in the East 





by Marc Dultz 

S panning nearly four years, Germany's Russlandkheg, or War in 
Russia, proved to be one of the longest and most ferocious mili- 
tary campaigns of the Second World War, locking two powerfui 
armies in a iife-or-death struggle to determine the fate of 
Europe. In CLOSE COMBAT III, you get a sense of what it was like 
to soldier on the war's inhospitable eastern frontier, dashing 
across the vast open steppes of the Ukraine one moment, only 
to inch your way through the thick defensive belts surrounding 
. Moscow and Stalingrad the next, 

See the Review |,.j p, 

using the same cadre of units and a 


MAY ISSUE • 3.5 STARS 


similar set of battle tactics for every conceivable circumstance, rarely tak- . 
ing into account the enormity of the situation or the disparate forces 
under each side’s command. Such a formulaic approach avails you. little in 
the campaign's more formidable scenarios. To succeed, then, you must 
draw up a sound contingency plan for every type of engagement: a plan 
of action that will marry the right mix of forces with the correct battle tac- 
tics to produce the best possible results. 

What follows then are some general guidelines and techniques for the 
conduct of offensive military operations in CLOSE COMBAT III, all drawn 
from the Wehrmacht's experience in the Russian campaign. Bear in mind 
that certain factors, such as troop strength, terrain, weather, and the dispo- 
sition of the opposing forces, will have to be weighed and carefully 
considered before a definitive plan of action can be put into effect. 


A rmored forces {tanks, assault guns, half-tracks, and other 
mechanized units) play a much more vital role in CLOSE 
COMBAT III than in previous installments of the series. In 
many instances they are forced to shoulder the brunt of the fighting. 
Armored forces are typically employed to maintain the momentum of 
the attack, are often called upon to rupture a defensive line, and, 
when the case warrants, are charged with destroying enemy armored 
concentrations on the battlefield. 

During the war, panzer commanders deployed their 
mobile reconnaissance units well ahead of the armored advance in 
order to establish the proximity of the nearest enemy forces, fixing 
their positions, numbers, and composition in preparation for the main 
assault. Typically, motorcycles, fast-moving armored cars, or half-tracks 
were employed in 
this role, with 
two vehicles 
working in tan- 
dem to ascertain 
the enemy's 
whereabouts. 

Ordinarily one 
vehicle would 
move as swiftly 
as possible from 
one area of con- 
cealment to the next while the second stood off a few hundred yards 
to the rear, ready to provide covering fire in case the first vehicle 
came under attack. If the lead vehicle happened to be destroyed, the 
second vehicle would withdraw in earnest, then assist with the 
screening of the main assault or in locating any nearby enemy 
armored units. Whenever possible, reconnaissance units would 
attempt to occupy the highest ground, such as a ridge line or a hill, 


thereby giving tiem the best vantage point to 
survey the surrounding countryside. 

Once the composition and disposi- 
tion of the enemy's forces had been 
established, the main armored force would 
assume a battle formation. Typically, light 
and medium panzers would spearhead the 
attack, with the trailing elements — mecha- 
nized units, assault guns, towed as well as 
self-propelled artillery, and trucks — form- 
ing the second and third waves of the 
assault group. The battalion commander, 
usually leading the assault at the head 
of the second wave, would determine each 
phase of the attack, based upon the outcome of the ini- 
tial meeting engagement, the progress of the lead elements as they 
passed through the defensive line, and the overall mission goals. The 
vanguard, supported by artillery fire and field pieces, would either 
push on into the enemy's rear areas or would be ordered to encircle 
then annihilate the enemy in a bold pincer movement. 



v.computergaming.c 





River CrossitfsiO iif 


I n many respects, the seizure of a river 
crossing shares certain similarities with the 
attack on a fortified line. A specialized 
assault team must be created from several dif- 
ferent types of units, a battle group that will 
usually consist of field artillery, armored cars, 
mortars, machine-gun teams, tanks, and both 
light and heavy infantry, 

Typically, the enemy will attempt to defend a 
river crossing by withdrawing his forces over 
the bridge to guard the more defensible span. 

Since landing craft and other troop-ferrying 
equipment aren't available in the game, the 
attacker must somehow attempt to get his forces 
across the bridge in the most expeditious manner 
possible and then establish a defensible lodg-^' 
ment. Again, speed, artillery, smoke, and over- 
whelming firepower are critical to the operation. 

Prior to battle, reconnaissance units 

should immediately occupy any high ground 
that overlooks the river crossing. The recon 
teams, acting as artillery observers, will then 
be able to call in accurate artillery fire against 
any observable troop concentrations within I 
the immediate area. Tanks and field artillery 
should also take up positions atop ridges, 
inside tree lines, or behind buildings, so that ^ 
they too can support the attack. Finally, light 
and heavy infantry squads should be placed as 
close as possible to the bridge, preferably in 


Units assigned to the 
second wave of the assault 
were charged with protecting 
the armored forces should any 
enemy armor appear on the 
battlefield. Towed antitank 
teams and heavily armored 
assault guns were deployed 
along either flank of the 
attack, ready to turn back local 
armored counterattacks, if 
infantry or antitank teams 
were harassing the lead ele- 
ments, mechanized infantry 
units would immediately dis- 
mount from their vehicles and 
engage these units, forcing 
them to ground until the armor 
could destroy them. Generally, 
units in the second wave were 
used to mop up any remaining 
enemy resistance that the 
armor had bypassed. However, 
as the conflict dragged on, and 
newer, much more lethal tank 
destroyers were introduced by 
the Red Army, units in the sec- 
ond wave were oftentimes 
held in resen/e for extended 
periods of time, until the armor 
could outflank and eliminate 
these threats. 

Prior to and even during the 
opening stages of the assault, 
a short yet intense rolling 
artillery barrage 
would be launched, 
targeted at both 
known and suspected 
antitank gun sites as 
well as mortar and 
artillery positions. 

When the attack com- 
menced, friendly 
artillery batteries and 
mortar teams would 
fire smoke ahead of 
the armored units, 
screening their advance as 
they crossed the open ground. 
Meanwhile, field guns were 
usually sited along tree lines or 
on hilltops ready to provide 
standoff fire should the 
armored forces require further 
assistance. Once the enemy's 


antitank guns had been silenced, 
some of the armored units and 
field artillery would direct their fire 
against any enemy machine-gun 
teams or rifle squads in the area, 
so that dismounted infantry could 
approach, engage, and destroy 
these holdouts. 


Once everyone is in position, mortar 
teams should fire smoke canisters along the 
opposite riverbank, usually near the entrance to ^ 
the bridge. Once the smoke screen thickens, * 
machine-gun teams should immediately begig to 


rake the opposite embankment, keeping the 
defenders busy while the assault troops press 
forward. At this point in the battle, an armored 
car or half-track can speed down the road and 
over the bridge, stirring up as much havoc as 
possible on the opposite riverbank. Next, two 
teams of light infantry race across the bridge, 
then take up defensive positions on either side of 
the bridge. Finally, tanks and heavy infantry 
squads storm the bridge, fanning out in all direc- 
tions once they reach the opposite riverbank,' 
quickly eliminating any enemy forces still operat- 
ing near the bridgehead. 


/.computergaming.cofn 


COMPUTER GAMING WORLD » iUNE 1999 



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D uring the war, armored forces were 
usually withheld from the opening 
phase of an urban assault because 
they were extremely vulnerable to dose- 
quarter fighting. Antitank teams occupying 
the upper floors of a multistory building 
were ideally situated, able to fire down at 
an approaching vehicle's top, where its 
armor was the thinnest. Moreover, specially 
formed tank-hunting units were trained to 
infiltrate sections of town already lost to the 
attacker, then fire at a tank from behind. As 
a result, infantry units were generally used 
to spearhead the main assault, with tanks 
and other fighting vehicles accompanying 
the second wave to bolster the attack. 
Armored units were used to smash barri- 
cades and act as mobile artillery, supporting 
the infantry units as they cleared out each 
section of town. 


German forces tended to employ 

flanking or encircling tactics to bypass a 
major strongpoint, preferring to reduce 
them with withering artillery fire rather 
than attack directly. In some instances, 
armored cars and half-tracks would speed 
through a village in order to take up 






positions just beyond the town limits. The 
idea here was to block the defenders' 
retreat route if they attempted to withdraw. 

The ultimate objective in urban 
combat was to divide the defending 
forces, then isolate them from each other, 
denying them any freedom of movement 
and reducing their overall cohesiveness. 
Assault troops were divided up into 
several columns, which would then 
make a series of coordinated 
attacks following parallel routes. 

Each column would be further sub- 
divided into an assault group and a 
mop-up detachment, which were 
typically composed of reconnais- 
sance troops, engineers, and vari- 
ous infantry squads. 


When maneuvering, the Germans 
would attempt to avoid the streets as 
much as possible, infiltrating the enemy's 
positions via backyards, over roofs, and 
through sewers. Tall multistory buildings 
were always seized first because these 
dominating positions provided the men 
with key observation points from which 
to survey neaity streets and the widest 
field of fire should the enemy attempt to 
redeploy. When a section of town was 
finally surrounded, every exit and side 
street was quickly blocked to prevent the 
defenders from escaping. Mop-up detach- 
ments would then proceed house by house, 
clearing any remaining resistance while 
machine-gun teams and other units-stood 
off to provide suppression fire. 






Panzers Vorwarts! | 


The wedge, or "arrowhead," for- 
mation was most frequently adopted 
because it provided the platoon commander 
with the greatest degree of flexibility during 
the attack. Each tank in the platoon was 
responsible for watching a specific arc, ensur- 
ing that at least one set of eyes was covering 
each sector of the front. Unfortunately, the 
wedge formation wasn't always the ideal for- 
mation. Tanks on one side of the wedge were 
generally unable to engage any enemy units 
located on the opposite side for fear of hit- 
ting their own vehicles. What's more, the pla- 
toon commander rode in the lead tank, 
which was usually the first vehicle to come 
under attack. 

The blunt wedge, or "crescent," 

formation was regularly used because it 


offered each tank a good field of fire and 
typically didn't expose the lead vehicle to 
as much enemy fire as the wedge forma- 
tion. However, because the command 
vehicle was located at the rear of the for- 


mation, the other tank commanders were 
unable to observe what the command tank 
was doing. 

The echelon formation allowed the 
platoon commander to place the greatest 
volume of fire on either side of the forma- 
tion. While each vehicle had a clear line of 
sight, the lead vehicle was exposed, often- 
times drawing the most enemy fire. 


The line abreast formation was gen- 
erally used when die platoon commander 
wanted to place fire on targets located in 
front of the formation. Unfortunately, the 
line abreast formation restricted each vehi- 
cle's line of fire, leaving them susceptible to 
flanking fire. Usually, this formation was 
adopted on the defense, where intervening 
terrain and other units could be used to pro- 
tect each flank. SSU 


n.MiTipiitergaming.: 


COMPUTER GAMING WORLD » 


IE 1999 


Order Free Product Information @ www. computergaming, com/infolink 


ADVERTISER INDEX 


INFO# COMPANY 

PRODUCT 

PAGE 

• 

3Dfx Interactive 

3Dfx Interactive 

24-25 

• 

3D0 Co. 

GulfWar 

28 

93 

3D0 Co, 

Heroes III 

140-142 

• 

3D0 Co. 

Heroes of Might & Magic VII 

158-161 

76 

Access Software 

Links Extreme 

166-167 

63 

Acclaim 

Shadowman 

146 

56 

Accolade 

Slave Zero 

172 

210 

Action World 

Game Dealer 

111 

140 

Activision 

Heavy Gear 2 

12-13 

146 

Activision 

Quake III 

42-43 

116 

ASC Games 

ASC Corporate 

116-117 

• 

ATI Technologies, Inc. 

Rage Fury Board 

134 

161 

Aureal Semiconductor 

A3D 

138 

172 

Cavedog 

Total Annihilation Kingdoms 

14-15 

160 

CD-ROM Access 

CD-ROM Access 

198 

68 

Chips & Bits 

www.cdmag.com/chips.html 

196-197 

* 

Columbia House 

Columbia House 

107 

• 

Dell Computer Corp, 

Dell Computer Corp. 

C5-C8 

• 

Diamond Multimedia Sys. 

Viper V770 

120 

169 

DICE 

DICE 

198 

265 

D-Link 

D-Link 

129 

150 

Eidos Interactive 

Braveheart 

56-57 

149 

Eidos interactive 

Cutthroats 

18-19 

153 

Eidos Interactive 

Formula One 

54-55 

272 

Eidos Interactive 

Soulreaver; Legacy of Kain 

58-59 

152 

Eidos Interactive 

Warzone 2100 

52-53 

* 

Electronic Arts 

A-lOWarthog 

98-99 

* 

Electronic Arts 

Alpha Centauri 

78-79 

• 

Electronic Arts 

Fleet Command 

180-181 

* 

Electronic Arts 

Need for Speed 

152-153 

257 

Falcon - Northwest 

Falcon Northwest 

50 

187 

Fox Interactive 

Allen vs. Predator 

33-35 

123 

Gathering of Developers 

Dark Stone 

131,133 

123 

Gathering of Developers 

Dark Stone 

135137 

125 

Gathering of Developers 

Fly! 

4-5 

124 

Gathering of Developers 

RailRoad Tycoon II 

37 

• 

GT Interactive Software 

Unreal Tournament 

8-9 

• 

GT Interactive Software 

Wheel of Time 

C2-C4, 1 

• 

Hasbro Interactive 

Civilization II: Test of Time 

136 

• 

Hasbro Interactive 

Falcon 4.0/European Air War 

122-123 

• 

Hasbro Interactive 

MecWarrior3 

84-85 


INFO# COMPANY 

PRODUCT 

PAGE 

* 

Hasbro Interactive 

Roller Coaster Tycoon Loops 

100-101 

* 

Gamespot 

Gamespot 

195 

117 

Infogrames 

Outcast 

82 

115 

Infogrames 

Star Shot 

150 

* 

Interact Accessories 

V4 ForceFeedback 

118-119 

170 

Interactive Magic 

Flash Point 

154-155 

176 

Interactive Magic 

Mortyr 

163 

175 

Interactive Magic 

Seven Kingdoms II 

178-179 

163 

Interplay 

Baldur's Gate: Tales of Sword Coast 112 

67 

Interplay 

Descent 3 

2-3 

262 

Interplay 

Interplay Developer Ad 

44-45 

299 

Interplay 

Kingpin 

69-74 

165 

Interplay 

Starfleet Command 

6-7 

261 

Interplay 

Torment/Planescape 

86-87 


Interplay/Gamespot 

Descents Tournament 

148 

97 

LucasArts Entertain, Co. 

X-WIng Alliance 

76 

* 

Micron Electronics, Inc, 

Micron Electronics, Inc. 

126-127 

* 

Microsoft 

Age of Empires II 

66-67 

* 

Microsoft 

Legal Ad 

198 

* 

Microsoft 

Midtown Madness 

27 

139 

Monolith Productions 

Odium 

144 

127 

NovaLogic, Inc. 

F-22 Lightings 

30 

225 

Prima Publishing 

Prima Publishing 

199 

193 

Red Orb Entertainment 

Prince of Persia 

114-115 

60 

SegaSoft Networks, Inc, 

Heat 

81 

292 

Sierra Dynamix 

Dynamix branding ad 

22-23 

* 

Sierra On-Line 

Pharaoh 

80 

180 

Sierra Sports 

Trophy Bass 3D 

164 

157 

Stargate Software 

Stargate Software 

198 

112 

Strategic Sims, Inc.. 

40,000: Rites of War 

177 

211 

Strategic Sims, Inc.. 

Fighting Steel 

174 

212 

Strategic Sims, Inc... 

Flanker 2,0 

168 

218 

Strategic Sims, Inc.. 

Imperialism II 

97 

* 

Strategy First 

Clans 

64 

* 

Strategy First 

Man O’ War 2 

192 

242 

Talonsoft 

Operational Aft of War II 

20 

289 

THQ 

Sinistar 

40-41 

111 

Thrustmaster 

Talk n Play 

95 

275 

Total Entertain. Network 

PGL 

130 

252 

Westwood Studios 

C&C Tiberlan Sun 

38-39 

255 

Westwood Studios 

Lands of Lore III 

16-17 


iTTfc COMPUTER GAMING WORLD » JUNE 1999 




THE GREY" 

AMD K6-III 450MHz 3D-NOW1 Processor 
High-Performance Heatsink/Fan Cooling System 
Super Socket 7 Motherboard w/512K Cache 
128MB SDRAM (PC-100) 

Floppy Drive 1 .44MB 

IBM Deskstar 14GXP 10.1GB (7200 RPM) 

3DFX Voodoo 111 w/16MBTV-Oul 2X AGP 
Aureal Vorlex II Super-Quad Sound Card 
Cambridge PC Works Speaker/Subwoofer System 
SOX CD-ROM Player 

ATX Mid-Tower Case w/300 Watt Power Supply 

104-Enhanced Keyboard 

Microsoft Intellimouse PS/2 

LIS Robotics V.90 56K Faxmodem 

Microsoft Windows '98 Operating System 

Free installation & configuration of 

favorite games & latest drivers 

PRICE; $1,899.00 

"THEHIVE-MIHD" 

Intel Pentium III 500MHz SSE Processor 
High-Performance Dual Heatsink/Fan Cooling 
Intel 440BX Motherboard w/512K Cache 
128MB SDRAM (PC-100) 

Floppy Drive 1.44MB 

IBM Deskstar 14GXP 14.4GB (7200 RPM) 

3DFX Voodoo III W/16MB TV-Out 2X AGP 
Aureal Vortex II Super-Quad Sound Card 
Cambridge 4-Point Speaker/Subwoofer System 
SOX CD-ROM Player 

ATX Full-Tower Case w/300 Watt Power Supply 
(KooIMaxx) Video Cooling System 
104-EnhancGd Keyboard 
Microsoftlntellimouse PS/2 
US Robotics V.90 56K Fax/Modem 
Microsoft Sidewinder Precision P.(o 
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Interplay (Action) 
Release: 6/99 
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Release: 6/99 
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Ags qI Eirpiies 2 09i99 

Age ot Empires Gold £d 03/99 
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01/99 $ 


09/98 S 

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02/99 S 

01/99 

01/93 

10/98 

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Deadlock 2 
Dominant Species 
Dominion Storm 
Dune 2000 
Dungeon Keeper 2 
Dungeon Keeper Cold 
Earth 2150 
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Evolution 
Extreme Tactics 
Rnal Countdown 
Fleet Command 
Force 21 

Force Commander 
Freelancer 
Galilean Conlllcl 
Gangsters 
Global Domination 
Heroes ol M S M 3 
Hidden Wars 
Hollywood Mogul 
Homevi'orld 
Imperialism 2 
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Knights S Merchants 
lEOWars 
Legend of the Five Rings 12/99 
LEGO Rock Raiders 09/99 

Lords ol Magic 12/97 

Lords ol Magic SE 11/98 

Machine Hunter 03/99 


Magic S Mayhem 
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Myth 2 v1 1 

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Stars Twinpack C 

Starship Diplomacy C 

Siellar Frontier C 

Stratosphere C 

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SWAT 2 t 

The Rill C 

The Sims t 

Theocracy C 

Total Annliltn Kingdoms C 

Total Annlhllallon 2 ( 

Total Annitn Cf Ctgey ( 

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Tribal Rage ( 

Uprising 2 1 

Wall Slieel Tycoon C 

WallStreet Trader 99 C 

War ol the Worlds C 

WaiBreeds C 

Warcralt 2 Platinum ( 

Waicrait 3 1 

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Warwrnd 2 i 

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ROLE PLAYING^ f PC: ADULT GAMES ' 


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tombaia 01/99 $48.99 

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0pflnIAftW3f2:Mdd 
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Pacific Bailies 
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Road to Moscow 07/99 
Shogun; Total War 06/99 
Smolensk to Moscow 02/99 
Steel Panthers 4 09/99 

Taisho 06/99 

Tides of War 11/98 

War Along the Mohawk 09/98 
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Warhammer 40K: Univrs 03/99 
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09/99 


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AD&D PLr/ers Handbook 02/95 
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ArsMaglca4thEd 08/95 
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Deadiands Ruiebook 
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Marvel Super Heroes 
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Rilts 


07/95 
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Robotech 04/95 
ShadQwrun 3rd Edition 10/98 
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3D Darling 03m $9.99 
Adult Image Library lor 205/96 $9.99 
Amateur Photo Gallery 06/96 $4.99 
Arabian Nighls 


03/98 $39.99 
10/95 $9.99 
09/95 $1999 
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Peep Show 2 Girlie Game 04/96 S29.99 

Private Pisr Park 12/96 $19.99 

Romsotl Three Pack 02m $19.99 

Sex With Jena 


Babe Patrol 
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Girlfriend Donna 
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Space Sirens 2 
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03/97 $42.99 
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12/98 

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Mordoi 2 06.99 

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Revenani OSm 

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Shadowrun: Assassin D7m 

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Swords ol Heroes 06/99 

The Summoner 06/99 

Third World 05/99 

Ultima 9 Ascension 07/99 

Ultima Online: 2nd Age 11/98 

Vampire: Masquerade 11/99 

Warhammer 2; Drk Omen 11/98 

Werewolf: Apocalypse 12m 

Wizardry 8 06i99 


Airlines 1 or 2 ea. 
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08/96 $34.99 Quests ol Round Table 
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12/94 $21.99 Robo Rally 

01/99 $29.99 Samurai Sv/oids 

09/95 S12.99 Scrabble DIx 

06/98 $13.99 Sushl-Jalapeno War 

10/97 S35.99 Warhammer Fantasy 


02/99 $19.99 
03/96 $34.99 
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FREE GAME OFFER! 


Spend ihc spBciliiM] amount on any in-stock software and choose one Ires 
IBM game from the corresponding list, Request must be made at time of 
order. Offer good on in-slock software only, while supplies Iasi. Limil Z per 
Valid through June 5.1999. 

Spend $60 Battles at Destiny 3.5, ESPN Sports Shorts CD, Jungle/Desert 
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Spend SI 00 Conquest New WdiIiI Dlie CD. Doom 2 WBS CD, Empire 2 CD, 
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Spend $200 Capitalism Plus CD,Empstoi Failing Suns CD. Falcon Gold CD. 
X- Com Apocalypse CO 

& Discover accepted. Checks held A weeks. Money Orders under S200 same as cash. COD S8. Price, release, availability, shipping times 

-• guaranteed & are subject to change at any lime. Hardware may require added S&H. Within 10 days defectives repaired or replaced at 
ion. After 1 0 days the manufacturer’s warrantee applies. All sales linal. S&H calculated on a per order, per shipment, and per item basis. 
The 'per order' charge is charged once per order placed, the ‘per item’ charge 


Visa, MC & Oi 

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maps, campaigns, & scenarios. 
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Microsoft 


(Slrategy) 
ease: 9/99 
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i/TI\ l/’l 


INGDONIS 


'TOTAL ANNIHILATION: KING- 
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story line, 3-D articulated unds, 
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unique magical & technological 
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GT Interactive (Strategy) 
' ' Release: 7/99 
PC CD 



■STAR TREK GENERATIONS; 
BIRTH OF THE FEDERATION’ 
Manage resources, solar systems, 
and trade routes. Construct, 
maintain and refit a Starship fleet 
- and engage in turn-base 3-D 
space combat! Features multiple 
skill levels, galaxy sizes and other 
options (or long-term replayabili- 
ty. Multiplayer support (or up to 
five players via LAN, direct con- 
nect, modem and internet. 

Microprose (Strategy) 
Release;* 



■REUENANT' You play Locke 
O'Averam, a v/arhor brought back 
to life by a ruthless warlord. Your 
memories & abilities return as the 
game progresses. Using a mix of 
hand painted 2-0 backgrounds & 
3-0 real-time characters, 
Revenant takes you on a journey 
across the huge island ol 
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ing, & LAN & TCP/IP mulliplay. 

Eidos (Roleplaying) 
Release: 6/99 
PC CD 



’DIABLO II; INFERNO’ Five new 
character classes with unique 
attributes S abilities. Four differ- 
ent, fully populated towns, multi- 
ple dungeons, caverns & crypts. 
Expanded world tilled with ail-new 
quests, weapons, spells, armor. & 
monsters. Advanced combat sys- 
tem which incorporates class- 
specific fighting techniques & 


Blizzard (Rolcpiaying) 

» Release: 9/99 
PC CD 


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"ALWAYS AHEAD OF THE GAME" 


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COMPUTERCAMINO WORLD ‘JUNE 1 
















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COMPUTEROAMING WORLD ‘JUNE 1999 


PREMIER 





Sequel to tlie 

Higlil)' Acclaimecl AwaidlWiiiiiixLg BaseBall Game. 

1998 Game of the Year f ok 

1998BaseballGameoftheYear V\ 

1998 Best Al in a Sports game 

1998 Best Hands-On Gameplay in a Sports Game i /or; ^on 
1998Top10SportsGames ■■i-iaGsirHnglMe-. •-■rkfoniyi .loCDaii- 
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captured polygonal players ■•'tet; 

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"...all tBe intricacies of a real game, from line drives to 
tBe suicide squeeze and tlie douBle switclL.”-fam//yPc 

Blazing fast : '.spia/ anu d,; 

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Head-to-Head Multi-player ' vir ' " ‘.def 

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New Major League Baseball® play . 

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^ Auiiio" 


PlaySioilan 






A Real Grim Fandango 

Such a Long, Long Time to Be Gone, and a Short Time to Be There 


I t takes a lot to shut up a 
smart-alecky loudmouth 
like myself, but this month 
I finally met my match. 
Yep, life's all fun and 
games here at Computer 
Gaming World (except for 
those annoying couple of 
days each month when we have 
to make this magazine), but this 
month reality gave me a Tyson- 
sized upper-cut, cold and hard, 
right in the kisser. And boy, I'd 
give anything to be able to write 
about anything else right now. 

One minute I'm at the Game 
Developer's Conference in San 
Jose, attending sessions like "Are 
Adventure Games Dead?" (short 
answer: yes), and the next 
minute I find myself driving 
home at midnight in the rain, 
furiously hoping to beat the 
clock so I could say goodbye to 
my cousin Suzy~36 years oid 
and dying of ovarian cancer — 
one last time. 

I didn't make it. 

In the face of such inexplica- 
ble, horrifying, incomprehensible 
news, how does one write a 
dumb column about computer 
games? Good question. 1 can't 


do it. For a while, I tried focusing 
and writing about my hopeless 
addiction to Heroes of Might 
AND Magic ill. it was kind of 
funny, until I wrote something 
about needing an IV line and a 
bucket under my chair to take 
care of my bodily functions while 
I played. Then I thought about 
Suzy, and that line Install its 
humor. Death — that heartless 



stubbornly optimistic hippie 
Deadhead of a cousin — would 
have hated that idea. In her 36 
brief years, Suzy never had the 
time to get maudlin like that. 
There was too much fun to be 
had. Not that she didn't work 
hard too; this is someone who 
actually chose, without someone 
holding a gun to her head, to 
teach social studies to the evil 
alien beings known as ''7th 
graders." But she never lost sight 
of her main goal: Have as much 
fun as possible, all the time. 

It's a good thing to remember. 
Actually, it's just good to remem- 
ber that it's okay to want to 
have fun. Playing computer 
games, for example. This is a fun 
thing to do. We don't have to 
pretend that it's anything else, 
right? I hear people trying to jus- 


Just yesterday, for example, I 
learned that it's way easier to 
beat someone over the head 
with a crowbar in Half-Life than 
it is to keep reloading and firing 
the pistol. So 1 take it back. 
Games are very educational. 

■ ■ ■ 

My point is this: Don't let 
anyone shame you into thinking 
that playing computer games is 
a waste of time. Because what- 
ever they're doing to pass the 
time is no better— and it cer- 
tainly isn't going to make them 
any less dead in the end. By all 
means, turn your computer off 
at least part of the day. Do your 
best to be a useful and respon- 
sible member of society, too. 
Plant a tree. Volunteer at a 
shelter. Help Ion Storm finish 
Daikatana. Just don't forget 


/I |iear people trying to justify their gaming habit all the 
time, but I'm here to tell you— don't even bother, 


son of a bitch — just sucks all the 
humor out of everything. 


Or maybe not. 

Suzy — my irrepressibly. 


With Fans Like These... 


I've been reading your magazine for about seven years and it seems to 
tell the truth about a game. But the back page with Jeff Green seems to 
talk about nothing. I would, and perhaps a lot of other people would as 
well, like to read about the business and stock of some of the gaming 
companies out there. Who's getting rich and who's going out of business 
with perhaps some following about the companies — their stock prices 
and some news on software companies' IPOs, etc. Surely it would give 
some insight on why games sell and why games are shipped early. It can't 
be any more boring than Jeff. (Sorry Jeff.) It would be nice to read about 
who owns what in the business world. Surely one page is not too much. 

— Ron Pierce via the Internet 

Jeff Responds: 

If you think I'm boring, you should read Denny Atkin's coiumn. 


tify their gaming habit all the 
time, but I'm here to tell you — 
don't even bother. You don't 
need to say, "It's better than TV." 
That's only partially true, anyway, 
but, more to the point, why 
should anything /rave to be bet- 
ter than TV? Life is hard enough. 
We're allowed to rest, we're 
allowed to goof off. 

Yeah, yeah, some games can 
manage to be educational, too, 
but save that for your parents or 
spouse. That's not why I play 
them, and I bet that's not why 
you play them either. Well, let me 
qualify that. Some gaming edu- 
cation is very important to me. 


don't even bother.! 

that when old Manny Calavera 
comes knocking at your door 
holding the big, black "Game 
Over" sign, you're not going to 
find a Restart button anywhere 
in your inventory. 

So long, Suzy. Say hi to Jerry 
for me. Me, I've got some 
Heroes of might and Magic hi 
to play. j33U 


What Jeff doesn 't realize 
is that Jerry Garcia currently 
holds the high score on the 
Ms. Pac Man machine in 
Heaven. Send your favorite 
magic brownie recipes to Jeff at 
jeff__green@zd.com. 


Computer Gaming World (ISSN 0744-6667) is published monhly by ZO Inc. One Pack Avenue. New York, NY 10016. Subscription rale is $27.97 for a one-year subscription (12 issues). Canada and all other 
countries add S16.00 lor surface mail. Postmaster; Send address changes to Computer Gaming World, P.O. Box 57167, Boulder, CO 80328-7167, Canadian GST regisiration number is 89371 0442 (T. Canada 
. Post International Pub's Mail Produa (Canada Distribution) Sales Agreement No. 1058649, Periodicals postage paid at New York, NY 10016 and additional mailing offices. Printed in the U.S.A, 


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Pricing not discountable. 'Prices and specifications valid in U.S. only and subject to change without notice Tot a complete copy of 
Guarantees or Limiled Warranties, write Dell USA I P , Aiiir Warranties, One Dell Way, Round flock, TX 78682. "AMiomB or on-site 
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ATSTWerldNet and GTE Interactive Some charges may apply, '-for Inspiron 3500 only. ^"Limit StOO pur household. Not valid with 
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original or copy of receiptls) dated from 1/31/89 to 5/1/99 for all products. Submissions must be postmarked no later than 5/1/99 
and received no later than 6/15/99. Customer will receive rebate check, apptoximnioly 8-10 weeks afier receipl of tebaie materials 
^'Requites Windows 98. ‘'Limited time offer. 'Mami/yPC9/28/98. Intel, Ihe Intel Inside logo and Pentium ate registered trademarks 
and Celeron is a trademark of Intel Corporation MS, Microsoft, InielliMouse and Windows are registered trademarks of Microsoft 
Corporation. 3Com is a registered tradematk of 3Com Cotporaiion. HP and OeskJel ate registered itademarks ol Hewlett Packard 
Corporation. Trinitron is a legistered trademark of Sony Corporation. ©1999 Dell Computer Corporation. All rights tesoAied. 


Are you Y2K OK? www.dell.com/y2k 

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Phone Hours: M-F 7a-11p • Sat-Sun 8a-8p CT • In Canada,' call 800-839-0148 • In Mexico,' call 001-800-210-7607 

'^Personal leasing arranged by Dell Financial Services L.P., an independent entity, to qualified customers. Amount of monthly lease 
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